I don't actually understand how this data structure make a difference to the previous one. It is still storing all triangles' corresponding vertices. It just gives a "name" (0, 1, 2, 3) and store its position somewhere else, while in the previous case the vertices x,y,z are stored directly -- it still stores duplicate vertices' names.
MrRockefeller
I am hoping to know if there is any structure that can handle data loss, like when some values are missing it won't just crash and will still represent part of the shape
birb
Why would the ability to insert values in the middle of a list, as opposed to the end of a list, be essential for storing coordinates of a mesh? Why do we want to use a linked list given the drawbacks?
dl123
Why is the time complexity O(1)? I think going through one column should take O(E)?
I don't actually understand how this data structure make a difference to the previous one. It is still storing all triangles' corresponding vertices. It just gives a "name" (0, 1, 2, 3) and store its position somewhere else, while in the previous case the vertices x,y,z are stored directly -- it still stores duplicate vertices' names.
I am hoping to know if there is any structure that can handle data loss, like when some values are missing it won't just crash and will still represent part of the shape
Why would the ability to insert values in the middle of a list, as opposed to the end of a list, be essential for storing coordinates of a mesh? Why do we want to use a linked list given the drawbacks?
Why is the time complexity O(1)? I think going through one column should take O(E)?
Why do we care about neighboring polygons?