S2LR wrote:
> Shuiying,
>
> I would start by looking at the "osgintersection" example, in
> particular, the LineSegmentIntersector to see if that will help you.
>
> -Shayne
>
>
So what do you get from the output of "osgintersection"? For example if I run
"osgintersection cow.osg" I get:
S2LR wrote:
> Shuiying,
>
> I would start by looking at the "osgintersection" example, in
> particular, the LineSegmentIntersector to see if that will help you.
>
> -Shayne
>
>
So what do you get from the output of "osgintersection"? For example if I run
"osgintersection cow.osg" I get:
Wouldn't that imply that neighbor triangles cannot share their vertices
because the normal is different for each primitive? For high resolution
meshes this could create quite some overhead (memory and processing wise).
Is there a more efficient way to get flat shading that would not require
any
3 matches
Mail list logo