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/
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