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/
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