Hi Carsten,

I am trying to create collision meshes from vrml data loaded into the opensg 
scene. I think currently there is no Line data at all, but on one hand I cannot 
make sure and on the other hand I am planning to even use lines for 
highlighting and/or outlining objects in the 3d views.

BTW are there highlighting or outlining functions other than used in the 
simplescenemanager, that seems to use the AABB for highlighting? If not, I 
guess I will have to implement some, do you think the best way is to create a 
child class of simplescenemanager and overload some of its functions, for 
example the updatehighlighted() and some other functions?

Cheers Georg.


-----Ursprüngliche Nachricht-----
Von: [EMAIL PROTECTED] im Auftrag von Carsten Neumann
Gesendet: Sa 26.01.2008 22:07
An: [email protected]
Betreff: Re: [Opensg-users] Extract vertex and index information for    
atriangle mesh
 
        Hello Georg,

Wünsch wrote:
> Hi Simon,
> 
> thank you for your help, the one that is able to read has got a clear 
> advantage...
> 
> But what happens to line and point vertex data that might be distributed 
> throughout the triangle vertex data? As I understand, I can iterate through 
> the triangles and copy the indices. They then refer to the original vertex 
> array. This will be ok, if I dont have lines and points, as I just make a 
> copy of all the vertices and thats it. But what happens with the vertices of 
> points and lines, if there are some, they need to be dropped out with all the 
> other references needing to be adapted, isn't it? Does anyone know a good 
> algorithm?

in that case the TriangleIterator is maybe not the best to use, as it 
assumes the geometry to consist of faces only. It will warn when it 
encounters a line or point and skip them.
The type of filtering you want to do can become quite complex as you 
have to be careful when removing a vertex that it is not used for both a 
line and a triangle for example. On the other hand, if there are only a 
few lines/points in your geo and you don't care too much about a few 
extra vertices, you could just leave them in and only edit the indices 
and types properties.
Can you give us a description of what you are trying to achieve and 
whether you can make some assumptions on your input geometry?

        Thanks,
                Carsten

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