Hi Manu,
We found a bug those days in TriStripVisitor.cpp. I didn't really read
your latest email, but this might be related to your precision issues:
class WriteValue : public osg::ConstValueVisitor
{
...
// add those 3 lines
virtual void apply(const Vec2d& v) { _o << v; }
virtual void apply(const Vec3d& v) { _o << v; }
virtual void apply(const Vec4d& v) { _o << v; }
...
}
class RemapArray : public osg::ArrayVisitor
{
...
// add those 3 lines
virtual void apply(osg::Vec2dArray& array) { remap(array); }
virtual void apply(osg::Vec3dArray& array) { remap(array); }
virtual void apply(osg::Vec4dArray& array) { remap(array); }
...
}
Hope this helps.
Regards,
Stephan
Emmanuel Roche schrieb:
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 <[email protected]
<mailto:[email protected]>>
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 <[email protected]
<mailto:[email protected]>>
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
<[email protected] <mailto:[email protected]>>
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.
>
>
>
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> [email protected]
<mailto:[email protected]>
>
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>
>
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