
I'm back in the saddle again (barely) on my lunar-lander-on-a-disc program. (The latest released version is here, but does not include today's changes.) I am working on triangulating the terrain so I can draw it as a solid mass rather than an outline.

My first pass does the job and fits into the recursive framework for how I'm creating the BSP and outline, but it isn't ultimately what I'd like because it wastes a ton of triangles in the interior:

I could just triangulate the outline, and I may end up just doing that. It will result in long sliver-like triangles, which aren't necessarily a problem. If I decide I'd like to render the terrain in several discrete chunks that can be culled independently, though, I'd want something different. I don't yet have a solid vision for how the terrain ought to look, so I'm experimenting.
I think I'd like something that is similar to this but replaces clusters of solid triangles with larger ones, so I'm working out how to do that.
I also want to filter out those inaccessible pockets inside the terrain (and maybe the floating islands), so I'm trying to figure out the best way to do that. I have several representations of the terrain and it's a trick to figure out how to process them all. The outlines would be an easy thing to cull: just remove all the ones that wind in the interior direction. Fixing up the BSP to remove the pockets would be more of a challenge, though. I sort of want to flood-fill BSP leaf nodes. BSPs don't have readily accessible connectivity information between adjacent cells, though.