Hi Edgar, The OSG doesn't store the neighbours of triangles, it just stores primitive and veritces in OpenGL form so they can be dispatched to OpenGL efficiently.
If you need the connectivity information you'll need to build this yourself by creating your own mesh data structure that you build from source geometry. There are examples in osgUtil of code that does this type of things - the Simplifier being one good example. Robert. On Mon, Apr 21, 2008 at 4:14 PM, Edgar Moraes Diniz <[EMAIL PROTECTED]> wrote: > Hello, > > I built a volume using MarchingCubes algorithm. > > Now I need to get information about which vertices share an edge with each > vertex. The problem is: since MarchingCubes generates lots of doubled > vertices, I made a triangle stripfication to fix this. Now my Geometry is > composed by a mix of TRIANGLE_STRIP and TRIANGLES PrimitiveSets. > > Obs. 1: I used an Optimizer with full optimization, wich does, among several > other things, triangle stripfication, right? > Obs. 2: My geode uses a single Geometry which, before optimization, > contained a single, huge primitive set with all the triangles generated by > MarchingCubes; after optimization, it is divided into several > TRIANGLE_STRIPs and one last (still big) TRIANGLES primitive set. > > How can I find the neighbors of each vertex? > > Thanks in advance. > > -- > /* > * Edgar Moraes Diniz > * Universidade Federal do Maranhão > * Departamento de Informática > * Laboratório de Processamento e Análise de Imagens > * e-mail: [EMAIL PROTECTED] > */ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

