Hello Johannes,

On 11/02/2011 09:37 AM, Johannes Brunen wrote:
> currently I'm evaluating the geometry shader for silhouette
> calculations. For that to work I do need to provide adjacency
> information for my render primitives.
>
> So I did the following:
>
> -          full triangulation of my mesh
> -          hashing of the adjancency information
> -          use of GL_TRIANGLES_ADJACENCY_EXT and
> GL_TRIANGLE_STRIP_ADJACENCY_EXT OpenGL types
>
> Example: GL_TRIANGLES
>
[SNIP]
>
> Ok, with this setup the geometry without any shader is still rendered
> correctly.
>
> My problem is now related to the TriangleIterator which I use for
> intersection calculations. Am I correct that the iterator must have
> knowledge about the new OpenGL primitives?

yes, since it has to triangulate primitives on the fly.

> Are there any other OpenSG parts which are affected by these new OpenGL
> primitives and there characteristics?

a quick grep shows these other places:
- SplitGraphOp
- OSGGeoFunctions.cpp: setIndexFromVRMLData()
- OSGGeoFunctions.cpp: setIndexFromIndexedX3DData()
- OSGGeoFunctions.cpp: createOptimizedPrimitives(), aka triangle striper
- OSGGeoFunctions.cpp: calcPrimitiveCount()
- the other geometry iterators

There may be more, but for the most part the primitive type does not 
really matter to OpenSG, so it shouldn't be that many.

        Cheers,
                Carsten

------------------------------------------------------------------------------
RSA® Conference 2012
Save $700 by Nov 18
Register now!
http://p.sf.net/sfu/rsa-sfdev2dev1
_______________________________________________
Opensg-users mailing list
Opensg-users@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to