OK. If you got time for this before I do... :)

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

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

> Waht you could do is leave all the triangles and quads in one
> PrimitiveSet (like it is already), but put each polygon with >=5
> vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
> Tesselator on the Geometry which should tesselate the polygons
> automagically.
> 
> 
> On 5 July 2010 13:49, Sukender < suky0...@free.fr > wrote:
> 
> 
> 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/
> > _______________________________________________
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> 
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to