Hi Michael,

Yes, sorry about OpenGL interpretation of polygons, I forgot that.

Well actually, I guess the reader has to handle most (all?) cases. So I suggest 
to have something like:
- If number of points <= 4, use current code.
- Else call GLU tesselation.

Do you agree?
The problem I have is that osgUtil::Tessellator is intended to operate on osg's 
structures. Any idea on how to make it work easily in the reader plugin?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Michael Platings" <mplati...@gmail.com> a écrit :

> No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
> render concave polygons correctly (in practice GL_POLYGON is the same
> as GL_TRIANGLE_FAN).
> Tesselation is possible via GLU but very slow so we need to be careful
> about how we use that. Most models I've come across have many
> triangles and quads but few polygons >=5 vertices. If we apply
> triangulation to those few polygons then most models will be
> unaffected. For quads I imagine it would be possible to write some
> fast specialised code to see if they should be split across vertices
> (0,2) or (1,3) so that loading times remain bearable.
> However, if your content provider could just produce models that are
> already suitable for real-time rendering that would be best ;)
> 
> 
> On 5 July 2010 09:09, Sukender < suky0...@free.fr > wrote:
> 
> 
> 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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