Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct "splitting" 2. Do the 1-to-1 mapping of primitives
Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org