In my OpenGL project, I want to dynamically create smooth polygons, similar to the following:
The problem mainly depends on the smoothing process. My procedure up to this point is, firstly, creating a VBO with randomly placed vertices.
Then, in my fragment shader (I use the programmable function pipeline), the smoothing process should occur or, in other words, create curves from previously defined "lines" between the vertices.
And this is precisely the problem: I am not very good at complex mathematical algorithms that will check if a point is inside a "smooth polygon" or not.
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