Gordon,
Thanks for the prompt reply. I didn't appreciate the osggeometry example for
what it was. The osggeometry example source code references a GIF file
~/Data/Images/primitives.gif which shed light on what that demo is illustrating
which was enlightning.
The example certainly answers some questions but I think that I am
still left with a fundamental problem in that the example seems to to
rely on the vertices building being done in a fairly
controlled/contrived order - i.e. each vertex in a triangle strip or
fan seems logically 'close' in the resulting primitive (i.e. there are
no overlapping triangles). In my case I will receive an array of
fairly random points ( NxM ) which I'd like to normalise or triangulate
to a set of non overlapping triangles and then convert this to perhaps
a vertex array. from there presumably display in a Triangle Fan to
give a mesh effect would be a breeze.
This is where I thought that the osg::Geometry derived class
osg::DelaunayConstraint might come in handy. I shall look in to this
a little further with what I have gleaned from the suggested osggeometry
example.
Cheers
Simon Sanderson
P.S. On prrof reading this I have just seen a later post from David Spilling
which seems to be saying exactly what I have talek about!
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