Hi Theodore,
Hall, Theodore wrote:
>
> (My current task is to marry OpenSG to a physics simulation of tearing
> cloth while preserving colors and textures across the tear. Tears
> produce new vertices and change triangle position indices, but should not
> change color or texture indices. The physics engine works with discrete
> triangles, so I need to decompose triangle-strips and triangle-fans into
> discrete triangles, reconfigure the index mapping to join positions and
> normals in one index and isolate colors and textures in other indices,
> and mate these triangles to the physics triangles. Ultimately, the
> degenerate triangles disappear after they fail to mate with any physics
> triangles.)
Have you compared the performance of just having a set of single-indexed
triangles to the strips? Going back and forth between them, especially for a
real-time simulation, sounds expensive and probably not necessary on current
graphics hardware.
Yours
Dirk
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