Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
----- "Michael Platings" <mplati...@gmail.com> a écrit : > I was referring to that by "For quads I imagine it would be possible > to write some fast specialised code to see if they should be split > across vertices (0,2) or (1,3) so that loading times remain bearable." > > > On 6 July 2010 09:02, Sukender < suky0...@free.fr > wrote: > > > Oh... What about concave "quads" (I mean 4 points polygons)? > > > Sukender > PVLE - Lightweight cross-platform game engine - > http://pvle.sourceforge.net/ > > ----- "Sukender" < suky0...@free.fr > a écrit : > > > > > > OK. If you got time for this before I do... :) > > > > Sukender > > PVLE - Lightweight cross-platform game engine - > > http://pvle.sourceforge.net/ > > > > ----- "Michael Platings" < mplati...@gmail.com > a écrit : > > > > > Waht you could do is leave all the triangles and quads in one > > > PrimitiveSet (like it is already), but put each polygon with >=5 > > > vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the > > > Tesselator on the Geometry which should tesselate the polygons > > > automagically. > > > > > > > > > On 5 July 2010 13:49, Sukender < suky0...@free.fr > wrote: > > > > > > > > > Hi Michael, > > > > > > Yes, sorry about OpenGL interpretation of polygons, I forgot that. > > > > > > Well actually, I guess the reader has to handle most (all?) cases. > > So > > > I suggest to have something like: > > > - If number of points <= 4, use current code. > > > - Else call GLU tesselation. > > > > > > Do you agree? > > > The problem I have is that osgUtil::Tessellator is intended to > > operate > > > on osg's structures. Any idea on how to make it work easily in the > > > reader plugin? > > > > > > > > > Sukender > > > PVLE - Lightweight cross-platform game engine - > > > http://pvle.sourceforge.net/ > > > > > > ----- "Michael Platings" < mplati...@gmail.com > a écrit : > > > > > > > > > > > > > > > > No, 1 to 1 mapping of primitives isn't possible because OpenGL > > > doesn't > > > > render concave polygons correctly (in practice GL_POLYGON is the > > > same > > > > as GL_TRIANGLE_FAN). > > > > Tesselation is possible via GLU but very slow so we need to be > > > careful > > > > about how we use that. Most models I've come across have many > > > > triangles and quads but few polygons >=5 vertices. If we apply > > > > triangulation to those few polygons then most models will be > > > > unaffected. For quads I imagine it would be possible to write > some > > > > fast specialised code to see if they should be split across > > vertices > > > > (0,2) or (1,3) so that loading times remain bearable. > > > > However, if your content provider could just produce models that > > are > > > > already suitable for real-time rendering that would be best ;) > > > > > > > > > > > > On 5 July 2010 09:09, Sukender < suky0...@free.fr > wrote: > > > > > > > > > > > > Hi all, > > > > > > > > The FBX reader seems to interpret FBX polygons as triangles. > Well > > I > > > > guess this should not be, as 1-to-1 mapping of primitives is > > > possible > > > > (as far as I know), but this is not really an issue. What is an > > > issue > > > > is that concave polygons are not intepreted the right way. I > think > > > > about two solutions: > > > > 1. Use tessellation code to get correct "splitting" > > > > 2. Do the 1-to-1 mapping of primitives > > > > > > > > Am I right ? > > > > Other ideas? > > > > Anyone having time for this? > > > > > > > > Thanks folks! > > > > > > > > Cheers, > > > > > > > > Sukender > > > > PVLE - Lightweight cross-platform game engine - > > > > http://pvle.sourceforge.net/ > > > > _______________________________________________ > > > > osg-users mailing list > > > > osg-users@lists.openscenegraph.org > > > > > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > _______________________________________________ > > > > osg-users mailing list > > > > osg-users@lists.openscenegraph.org > > > > > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org