Without giving away too much IP, one of the reasons why one might want
to think about using Vec4Arrays is to take advantage of host-side SIMD
operations - which commonly use 128bit registers (4 floats).

I agree, this is a can of worms.

sean
_________________________________________________________
Sean Spicer
Executive Vice President & Chief Technology Officer
Aqumin (www.aqumin.com)
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On Thu, Mar 25, 2010 at 2:53 PM, Jason Daly <[email protected]> wrote:
> Sean Spicer wrote:
>>
>> I came across a nasty little bug today:
>>
>> (a) Create an osg::Geometry and assign a vertex array that is an
>> osg::Vec4Array
>> (b) Try to pick with a LineSegmentIntersector
>> (c) CRASH
>>
>> Digging a little bit, it looks like LineSegmentIntersector assumes
>> that vertex arrays are always of type osg::Vec3Array.  Are there any
>> plans to change this ?  It looks like a tedious, but not terribly
>> invasive change.
>>
>
> Interesting find, Sean...
>
> My first reaction is, "Why would you ever use a Vec4Array for vertex
> coordinates?!", but an equally valid counter-argument would be that OpenGL
> allows 4-element vertices them, so OSG should support them.
>
> Next, you have to ask how to intersect a line segment with a geometry with
> Vec4Array vertices.  Would you have to do the w-divide on the vertices
> before you did the intersection tests to be correct, or is it more correct
> to not do it, or do you have to do the modelview transform, then the
> w-divide, then the intersection...
>
> Then, you have to start wondering if there are any other assumptions like
> this being made anywhere (I found other possible cases in Tessellator and
> Optimizer, though it looks as if they just bail out instead of crashing when
> they don't find a Vec3Array).
>
> I think you may have opened a can of worms here  :-)
>
> --"J"
>
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