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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