This behavior is allowed by the OpenGL spec. It's one good reason why polygons are removed in OpenGL 3.1.
Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Max Sent: Thursday, April 02, 2009 3:15 AM To: [email protected] Subject: [osg-users] About UV coordinates interpolation in a polygon Hi all, I've a question about the interpolation (I guess) computed to set the texture coordinates given each vertex's one (is that sentence correct?). It seems the interpolation (or whatever) is done considering the polygon as a triangle fan. As my coordinates don't perfectly match, the result is quite ugly. Here's some screenshots, I highlighted the supposed triangles: [Image: http://img5.hostingpics.net/pics/164071Deformation1_traits.png ] [Image: http://img5.hostingpics.net/pics/634509Deformation2_traits.png ] [Image: http://img5.hostingpics.net/pics/605645Deformation3_traits.png ] Isn't there a way to compute the coordinates considering the whole polygon (probably using the barycenter) ? Is there an option to activate it? Thanks for all (at least for reading), ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9609#9609 _______________________________________________ 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

