JP is right.

I dug into this a little more. Basically if your st coordinates map linearly
to the xyz vertices, then breaking the poly into triangles to scan convert
will produce consistent and correct results. However, if your st coordinates
map non-linearly, then tessellating into triangles will produce different
results depending on screen orientation of the geometry.

JP's suggestions are sound, either tessellate the poly yourself at a high
enough resolution s that the visual artifacts are insignificant, or use a
fragment shader to compensate for the artifacts. Note that with the latter
solution, you'll probably want to tessellate into triangles on the host so
that you have a consistent triangulation across all architectures (the
OpenGL spec doesn't dictate polygon triangulation, so different hardware
could produce different triangles for the same input poly).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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