Oh... What about concave "quads" (I mean 4 points polygons)?

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

----- "Sukender" <[email protected]> a écrit :

> OK. If you got time for this before I do... :)
> 
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> 
> ----- "Michael Platings" <[email protected]> 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 < [email protected] > 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" < [email protected] > 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 < [email protected] > 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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