Hi Robert and Michael;

I clearly understand your problems and actually agree. Two questions comes in 
my mind now:
1. What about adding an option in the future impementation such as "tesselation 
'full options' vs 'skip weird and rare cases'"?
2. What about tessellating Vec3dArrays (especially double precision FBX) 
meanwhile? For now I need to maintain a modified custom OSG distribution, and I 
admit that's not what I prefer...

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Michael Platings" <[email protected]> a écrit :

> Hi Robert,
> an additional problem with the Tessellator is that it's far too slow -
> I had to relegate a submission to handle concave polygons in the FBX
> reader because tessellating pentagons made importing a file about 100
> times slower.
> I know that the GLU code can handle some very tricky problems such as
> intersecting concave polygons but I'm guessing this is at the expense
> of speed and it should be possible for a simpler solution to be much
> faster.
> There's a nice review of polygon triangulation implementations at
> http://www.vterrain.org/Implementation/Libs/triangulate.html . HTH
> 
> 
> On 9 August 2010 16:47, Robert Osfield < [email protected] >
> wrote:
> 
> 
> Hi Sukender,
> 
> I've done a review of your changes to Tessellator and feel that they
> rather overcomplicate the implementation and interface. I believe a
> better approach is to change the internals of Tessellator to use
> Vec3d's in keeping with the use of doubles by gluTessellator and then
> convert to/from doubles during the copying to/from osg::Geometry.
> 
> I have started to code up the use of doubles internally and
> generalization of associated methods but haven't yet completed this
> work. After doing 80% of the work I feel pretty dis-hartented just by
> hacky the whole class and implementation has become - it's a mess that
> has been hacked by too many engineers. Converting to support doubles
> too doesn't make it too much more messier but it doesn't fix any of
> it's inherent crappiness.
> 
> I have taken a look at DelanayTriangulator as a possible alternative
> but alas it has the same problems lurking - hacked by too many
> different engineers that have pulled it in this way and that and just
> made it a mess. To add insult to injury DelaunayTriangulator even
> uses osgUtil::Tessellator in certain situations.
> 
> Both these classes really need tossing out and replacing by a cleaner
> single class that handle doubles correctly and removes the GLU
> dependency. Hacking either of these two classes further just makes
> things worse in both counts and doesn't actually progress any further
> on implementing a replacement. Implementing a replacement really has
> to be the main focus.
> 
> Robert.
> 
> 
> 
> 
> 
> On Mon, Jul 26, 2010 at 3:25 PM, Sukender < [email protected] > wrote:
> > Oops... Sorry I gave you the wrong cpp file.
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> >
> > ----- "Sukender" < [email protected] > a écrit :
> >
> >> Hi Robert,
> >>
> >> osgUtil::Tessellator now handles both Vec3 and Vec3d for vertices
> >> (only Vec3 for other values such as normals, colors...). Needs a
> bit
> >> of testing but seems reasonably okay.
> >> As said on osg-users, this is temporary code, but which may become
> >> "long term temporary" code.
> >>
> >> Just hope this is worth being integrated into osgUtil...
> >> Cheers,
> >>
> >> Sukender
> >> PVLE - Lightweight cross-platform game engine -
> >> http://pvle.sourceforge.net/
> >>
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