Hello Theodore,
Hall, Theodore wrote:
> Actually, the only problem that the degenerate triangles have caused me is
> that I thought I must be doing something wrong. Although the on-screen
> result looked correct, I suspected it wasn't robust, and I spent about a
> day trying to figure out what I was doing wrong, until I finally searched
> the mail archives and discovered that it was "a feature, not a bug." I
> can live with that.
oh, ok.
> Personally, I would rather see the triangle strips divided to remove the
> degenerate triangles: more strips, no degenerate triangles. From my user
> perspective, that's the expected behavior.
>
> (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.)
in that case you might not want to run the striper at all? It is part of
the default graph ops that are run by the loader. If you pass NULL as
second argument in:
SceneFileHandler::the()->read("someFile.wrl", NULL);
no graph ops are run at all. You can also construct your own GraphOpSeq
and pass that in, in case you want to keep some of the others that are
part of the default graph op sequence.
Cheers,
Carsten
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