code logs -> 2018 -> Sat, 13 Oct 2018< code.20181012.log - code.20181014.log >
--- Log opened Sat Oct 13 00:00:46 2018
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05:28
<&McMartin>
Man
05:28
<&McMartin>
SDL and/or GNOME 3 does not like it if you try to set the window size mid-drag.
07:03 celticminstrel is now known as celmin|sleep
07:48 * McMartin masters some SDL2 techniques he wanted to learn
08:04
<&McMartin>
Yeah, I think I now can properly wield aspect ratio control and nonstandard aspect ratios.
08:05
<&McMartin>
Also SDL2's weird not-fullscreen fullscreen that is The Correct Fullscreen
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11:46
<~Vornicus>
So: when I insert a point, any triangle it's in gets broken down into more triangles with that point as one vertex; then I attempt to correct the delaunay invariant (each triangle's circumcircle is devoid of other points) by calling an edge correction algorithm on the opposite edge of the triangle.
11:46
<~Vornicus>
If a point is on the edge of a triangle, it will break down both this triangle and its counterpart.
11:51
<~Vornicus>
At the start, there are two... highly unconventional... triangles. This is where it starts to go bad: these triangles actually have all three of their points in a straight line (technically they are two opposite points at infinity and one standard point).
11:52
<~Vornicus>
And unlike most pairs of triangles share *two* edges
11:54
<&Reiver>
I do not understand any of that
11:54
<&Reiver>
I would quite like to, I think, as a distraction tactic=
11:55
<~Vornicus>
We have two triangles ABC and ADB; if the point E is on AB, it will create the triangles CAE BCE DBE ADE
11:56
<~Vornicus>
And we call edge correction on CA BC DB and AD.
11:56
<&jerith>
Is there a meaningful difference between ADB and ABD here?
11:56
<~Vornicus>
Yes, one is wound backwards
11:57
<&jerith>
Cool.
11:57
<~Vornicus>
And is actually illegal, except in one case...
11:57
<~Vornicus>
which is when A, B, and D are collinear.
12:00
<~Vornicus>
Which is also true, in this early early state: the two distant triangles are ABC and ACB. Which, chugging thm through, means we get triangles CAE BCE CBE and ACE. Two of these are technically zero area (fine, we'll deal with that in a bit as we get more points), and the other two are of infinite area (also fine; we create a bunch of these, really)
12:01
<~Vornicus>
But we call edge correction on CA BC CB and AC.
12:04
<~Vornicus>
...and each of these collects the opposite point from the local triangle (E in all cases by definition) and the opposite point from the other triangle on this edge, which we hadn't given names to earlier, but for AC and CA the counterparts don't exist (fine, this is handled), and for BC and CB is... uh... E again
12:04
<~Vornicus>
Shit.
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12:44
<~Vornicus>
Okay now to see if I can set this up to actually happen on purpose
13:17
<~Vornicus>
I suspect my best bet is to, in the moment, nip the double-edging in the bud the moment it might cause a problem; I have double edging in the first place because otherwise what the thing thinks is convex Isn't, which is problems
13:17
<~Vornicus>
So I needed to go from a single Distant Triangle to dividing the world into two Distant Triangles with the first point
13:21
<~Vornicus>
But this causes the double-edging to exist in the first place. However, it's possible to set up the triangles slightly differently in this situation... but god it's even more special casing
13:24
<~Vornicus>
...no I have mischaracterized this thing.
13:25
<~Vornicus>
no I have not I just cannot draw
14:28
<~Vornicus>
Okay. Now how do I switch to that. Another vast load thing?
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--- Log closed Sun Oct 14 00:00:48 2018
code logs -> 2018 -> Sat, 13 Oct 2018< code.20181012.log - code.20181014.log >

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