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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