Il n'y a pas beaucoup d'algos qui le font a l'heure actuelle.

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)
ou bien si tu préfères c'est le volume décrit par un cercle autour d'un autre cercle 




typedef struct
{
short
x1, y1, z1, // first point
x2, y2, z2; // second point
T3D_SEGMENT_HDL
NextSegment; // Offset of the next segment of the face
} Tsegment;
typedef struct
{
T3D_SEGMENT_HDL
FirstSegment; // Offset of the first segment of the face
T3D_FACE_HDL
NextFace; // Offset of the next face of the object
T3D_OBJECT_HDL
ParentObject; // Offset of the object which has got the face
} Tface;
typedef struct
{
short
IsVisible, // Indicate if the object is visible or not
xC, yC, zC; // Object center
T3D_FACE_HDL
FirstFace; // Offset of the first face of the object
T3D_OBJECT_HDL
Father, // Offset of the father object
NextBrother, // Offset of the next brother object
Child, // Child object offset
NextObject; // Offset of the next object of the world
} Tobject;
typedef struct
{
short
Xeye, Yeye, Zeye, // Position of the camera
Leye, Meye, Neye; // Rotation of the camera
unsigned short
BuffAlloc, // Allocated memory for the buffer (in bytes)
BuffUsed; // Really used memory in the buffer (in bytes)
HANDLE
Hbuffer; // Handle of Pbuffer
void
*Pbuffer; // Objects, faces and segments of the world
T3D_OBJECT_HDL
FirstObject; // Offset of the first object of the world
} Tworld;