Hi Robert, Actually, I've noticed that the problem doesn't come from the underlying tristripper library:
instead, it seems that the indice array generated from my vertices is incorrect: I suspect that the comparison function to find if too vertices are the same or not is too precise in my case. Do you have a clear idea where this is done ? (otherwise, I will just read more code and find it...) cheers, Manu. 2009/11/23 Emmanuel Roche <roche.emman...@gmail.com> > Actually, I also noticed that OSG v2.8.1 uses version 1.0 of the > tristripper library. > > As I'm quite in an hurry, I think I will re-implement my own > tristripvisitor with the latest version of tristripper and check if this > makes a difference. Will let you know what's the result of this test. > > But I believe this could really be a generic issue (it happens with all the > models I tested) and thus would mean many people are currently using "not so > well tri-stripped" geometries if they use this optimiser feature ! (it is > the case for instance in the OSGExp export plugin for 3DS max as I've > noticed this issue there for the first time). > > regards, > Manu. > > > > 2009/11/23 Robert Osfield <robert.osfi...@gmail.com> > > Hi Manu, >> >> If the tristripper doesn't connect the triangles together well then it >> can result on few tristrips and lots of unconnected traingles that it >> has to put into a single list of triangles to avoid lots of separate >> primitive calls. >> >> As to why your model is not being stripped well I can't say. We've >> used 3rd party code to do the tri-stripping so I'm not best placed to >> answer the low level questions, but... the original author of the cdoe >> Tanguy Fautre is now an OSG user and I believe still on the list so >> perhaps he'll be able to chip in ;-) >> >> Robert. >> >> On Mon, Nov 23, 2009 at 11:08 AM, Emmanuel Roche >> <roche.emman...@gmail.com> wrote: >> > Hi everyone, >> > >> > I have a strange problem with the TryStripVisitor: >> > >> > When I use it on a model (with about 6000 triangles, described as >> TRIANGLES >> > [thus using 18000 vertices]) I get trip strip primitive sets indeed.... >> BUT >> > actually I get a few TRIANGLE_STRIP primitive sets with 4 vertices in >> each, >> > and then a single big TRIANGLES primitive set with about 17950 vertices >> !!!! >> > >> > So, most of the model is just not stripped at all ! any idea what I >> could be >> > doing wrong ??? >> > >> > Moreother, I've noticed that the geometry is then transformed as an >> indexed >> > geometry... correct me if I'm wrong but indexed geometries are slower >> that >> > simple vertices ordered arrays. If there a way to switch this or am I on >> my >> > own on this ? >> > >> > Regards, >> > Manu. >> > >> > >> > >> > _______________________________________________ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >
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