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