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Home/ Questions/Q 9074531
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Editorial Team
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Editorial Team
Asked: June 16, 20262026-06-16T18:39:24+00:00 2026-06-16T18:39:24+00:00

I have a number of 2D (possibly intersecting) polygons which I rendered using OpenGL

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I have a number of 2D (possibly intersecting) polygons which I rendered using OpenGL ES on the screen. All the polygons are completely contained within the screen. What is the most timely way to find the percentage area of the union of these polygons to the total screen area? Timeliness is required as I have a requirement for the coverage area to be immediately updated whenever a polygon is shifted.

Currently, I am representing each polygon as a 2D array of booleans. Using a point-in-polygon function (from a geometry package), I sample each point (x,y) on the screen to check if it belongs to the polygon, and set polygon[x][y] = true if so, false otherwise.

After doing that to all the polygons in the screen, I loop through all the screen pixels again, and check through each polygon array, counting that pixel as “covered” if any polygon has its polygon[x][y] value set to true.

This works, but the performance is not ideal as the number of polygons increases. Are there any better ways to do this, using open-source libraries if possible? I thought of:

(1) Unioning the polygons to get one or more non-overlapping polygons. Then compute the area of each polygon using the standard area-of-polygon formula. Then sum them up. Not sure how to get this to work?

(2) Using OpenGL somehow. Imagine that I am rendering all these polygons with a single color. Is it possible to count the number of pixels on the screen buffer with that certain color? This would really sound like a nice solution.

Any efficient means for doing this?

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  1. Editorial Team
    Editorial Team
    2026-06-16T18:39:25+00:00Added an answer on June 16, 2026 at 6:39 pm

    If you know background color and all polygons have other colors, you can read all pixels from framebuffer glReadPixels() and simply count all pixels that have color different than background.

    If first condition is not met you may consider creating custom framebuffer and render all polygons with the same color (For example (0.0, 0.0, 0.0) for backgruond and (1.0, 0.0, 0.0) for polygons). Next, read resulting framebuffer and calculate mean of red color across the whole screen.

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