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	<title>Comments on: Triangle Strip for Grids &#8211; A Construction</title>
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	<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/</link>
	<description>Life, love, and computer science</description>
	<lastBuildDate>Mon, 14 Nov 2011 19:19:08 +0000</lastBuildDate>
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		<title>By: Ricardo Sanchez</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1744</link>
		<dc:creator>Ricardo Sanchez</dc:creator>
		<pubDate>Wed, 10 Aug 2011 20:33:05 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1744</guid>
		<description>Dan excellent tutorial!

I am new to opengl in general and I am struggling to implement this, I start a stackoverflow topic on the subject and I wonder if you will be able to have a look and let me know and assist on my implementation, any help will be much appreciated

Here is the link
http://stackoverflow.com/questions/7011017/help-getting-vertex-indices-from-a-grid

Thanks</description>
		<content:encoded><![CDATA[<p>Dan excellent tutorial!</p>
<p>I am new to opengl in general and I am struggling to implement this, I start a stackoverflow topic on the subject and I wonder if you will be able to have a look and let me know and assist on my implementation, any help will be much appreciated</p>
<p>Here is the link<br />
<a href="http://stackoverflow.com/questions/7011017/help-getting-vertex-indices-from-a-grid" rel="nofollow">http://stackoverflow.com/questions/7011017/help-getting-vertex-indices-from-a-grid</a></p>
<p>Thanks</p>
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		<title>By: dan.lecocq</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1478</link>
		<dc:creator>dan.lecocq</dc:creator>
		<pubDate>Thu, 10 Mar 2011 13:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1478</guid>
		<description>As far as I know, WebGL doesn&#039;t have display lists. At least in Chrome and WebKit/Safari, I didn&#039;t find a gl.NewList(). I&#039;d be surprised if there were, as it&#039;s supposed to essentially follow the OpenGL ES 2.0 spec, which doesn&#039;t include display lists.

In what environment did you find gl.NewList()? You&#039;ve make me curious!</description>
		<content:encoded><![CDATA[<p>As far as I know, WebGL doesn&#8217;t have display lists. At least in Chrome and WebKit/Safari, I didn&#8217;t find a gl.NewList(). I&#8217;d be surprised if there were, as it&#8217;s supposed to essentially follow the OpenGL ES 2.0 spec, which doesn&#8217;t include display lists.</p>
<p>In what environment did you find gl.NewList()? You&#8217;ve make me curious!</p>
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		<title>By: John</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1476</link>
		<dc:creator>John</dc:creator>
		<pubDate>Wed, 09 Mar 2011 23:16:20 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1476</guid>
		<description>Correction: it looks like gl.NewList (); is available.  Was it added after this article?  Feel free to skip my post or update the article if display lists are truly currently supported in webgl.

Thanks</description>
		<content:encoded><![CDATA[<p>Correction: it looks like gl.NewList (); is available.  Was it added after this article?  Feel free to skip my post or update the article if display lists are truly currently supported in webgl.</p>
<p>Thanks</p>
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		<title>By: John</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1475</link>
		<dc:creator>John</dc:creator>
		<pubDate>Wed, 09 Mar 2011 23:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1475</guid>
		<description>Thanks for trying to cheer me up.  I still prefer display lists in more ways than one.  It&#039;s a shame they&#039;re trying to bury such a flexible and powerful feature.  VBOs are just a crippled version of the display list.</description>
		<content:encoded><![CDATA[<p>Thanks for trying to cheer me up.  I still prefer display lists in more ways than one.  It&#8217;s a shame they&#8217;re trying to bury such a flexible and powerful feature.  VBOs are just a crippled version of the display list.</p>
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		<title>By: Noa</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1467</link>
		<dc:creator>Noa</dc:creator>
		<pubDate>Mon, 07 Mar 2011 14:55:09 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1467</guid>
		<description>Dan,

Yes I was using the FFP, pre-computing the normals per vertex on cpu. Because the orientation of the triangles on the triangle strip alternates, my normals where miss-oriented on every odd row. Because I need to compute normals per vertex, I had to modify the algorithm and add some glue.</description>
		<content:encoded><![CDATA[<p>Dan,</p>
<p>Yes I was using the FFP, pre-computing the normals per vertex on cpu. Because the orientation of the triangles on the triangle strip alternates, my normals where miss-oriented on every odd row. Because I need to compute normals per vertex, I had to modify the algorithm and add some glue.</p>
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		<title>By: dan.lecocq</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1449</link>
		<dc:creator>dan.lecocq</dc:creator>
		<pubDate>Tue, 01 Mar 2011 15:13:15 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1449</guid>
		<description>I hadn&#039;t noticed any funny business with the normals, but that&#039;s good to know! I wonder if it was because I was using my own shader -- were you using the fixed-function pipeline?</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t noticed any funny business with the normals, but that&#8217;s good to know! I wonder if it was because I was using my own shader &#8212; were you using the fixed-function pipeline?</p>
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		<title>By: Noa</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-1445</link>
		<dc:creator>Noa</dc:creator>
		<pubDate>Mon, 28 Feb 2011 20:51:54 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-1445</guid>
		<description>It was very helpful for me to, thanks. I implemented it, and realized at some point that the normals are inverted at every change of row (because I&#039;m setting normals per vertex). I had to add some more &quot;glue&quot; every time. So in the previous explanation, I inserted &quot;7&quot; twice, and got 0, 4, 1, 5, 2, 6, 3, 7,7,7,8, 12, 9, 13, 10, 14, 11, and 15. That way the normal stays in the right orientation. 

Noa</description>
		<content:encoded><![CDATA[<p>It was very helpful for me to, thanks. I implemented it, and realized at some point that the normals are inverted at every change of row (because I&#8217;m setting normals per vertex). I had to add some more &#8220;glue&#8221; every time. So in the previous explanation, I inserted &#8220;7&#8243; twice, and got 0, 4, 1, 5, 2, 6, 3, 7,7,7,8, 12, 9, 13, 10, 14, 11, and 15. That way the normal stays in the right orientation. </p>
<p>Noa</p>
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	<item>
		<title>By: dan.lecocq</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-768</link>
		<dc:creator>dan.lecocq</dc:creator>
		<pubDate>Wed, 31 Mar 2010 12:08:58 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-768</guid>
		<description>Here columns refers to the columns of vertices, like (0, 4, 8, 12) or (2, 6, 10, 14).  Suppose we have &lt;em&gt;n&lt;/em&gt; vertices in a row (in this case, 4) and we are at vertex indexed &lt;em&gt;a&lt;/em&gt; (let&#039;s say 5).  Then &lt;em&gt;a + 4&lt;/em&gt; would be the vertex below it, and &lt;em&gt;a - 4&lt;/em&gt; would be the vertex above it.

If instead of adding or subtracting &lt;em&gt;n = 4&lt;/em&gt; from &lt;em&gt;a&lt;/em&gt;, we added or subtracted &lt;em&gt;n + 1 = 5&lt;/em&gt;, we would get the vertex in the row below it, and one column to the right.  For example, vertex &lt;em&gt;a + 5 = 10&lt;/em&gt; is diagonal from &lt;em&gt;a&lt;/em&gt; in this fashion.  Using &lt;em&gt;n - 1 = 3&lt;/em&gt; does the same thing, except for one column to the left (&lt;em&gt;a + 3 = 8&lt;/em&gt; is one row down from &lt;em&gt;a&lt;/em&gt; and one column to the left).

I hope this clarifies a little bit!</description>
		<content:encoded><![CDATA[<p>Here columns refers to the columns of vertices, like (0, 4, 8, 12) or (2, 6, 10, 14).  Suppose we have <em>n</em> vertices in a row (in this case, 4) and we are at vertex indexed <em>a</em> (let&#8217;s say 5).  Then <em>a + 4</em> would be the vertex below it, and <em>a &#8211; 4</em> would be the vertex above it.</p>
<p>If instead of adding or subtracting <em>n = 4</em> from <em>a</em>, we added or subtracted <em>n + 1 = 5</em>, we would get the vertex in the row below it, and one column to the right.  For example, vertex <em>a + 5 = 10</em> is diagonal from <em>a</em> in this fashion.  Using <em>n &#8211; 1 = 3</em> does the same thing, except for one column to the left (<em>a + 3 = 8</em> is one row down from <em>a</em> and one column to the left).</p>
<p>I hope this clarifies a little bit!</p>
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		<title>By: jeckil</title>
		<link>http://dan.lecocq.us/wordpress/2009/12/25/triangle-strip-for-grids-a-construction/comment-page-1/#comment-767</link>
		<dc:creator>jeckil</dc:creator>
		<pubDate>Wed, 31 Mar 2010 03:32:08 +0000</pubDate>
		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=791#comment-767</guid>
		<description>One of the best tutorials I have ever seen on the theory behind the topic.

One thing I don&#039;t understand yet:

&quot;the 3 and 5 are explained by the fact that we need to change columns in the mesh, by one step at a time.&quot;  Can you elaborate on this more please? what do the columns mean?, one step at a time?

Thanks a lot. :)</description>
		<content:encoded><![CDATA[<p>One of the best tutorials I have ever seen on the theory behind the topic.</p>
<p>One thing I don&#8217;t understand yet:</p>
<p>&#8220;the 3 and 5 are explained by the fact that we need to change columns in the mesh, by one step at a time.&#8221;  Can you elaborate on this more please? what do the columns mean?, one step at a time?</p>
<p>Thanks a lot. :)</p>
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