Alright then. Hope the algorithm works for all cases. I tested it a bit more, 
and as far as I can tell it seems okay.
Please keep us (I mean "the mailing list") in touch.
Thanks.

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

----- "Michael Platings" <[email protected]> a écrit :

> I've had a quick look but I'm going to need to rewrite it to fit with
> newer code so it's on my to-do list.
> 
> 
> On 13 July 2010 16:16, Sukender < [email protected] > wrote:
> 
> 
> Hi Michael, hi all,
> 
> Sorry to push this topic up, but did you test the code (anyone)?
> 
> Thanks.
> 
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> 
> 
> 
> 
> ----- "Sukender" < [email protected] > a écrit :
> 
> > Hi Michael,
> >
> > I managed to write the code, but I need testing. Moreover I can't
> > update the FBX plugin because of the regression I told you in
> another
> > thread, concerning images.
> > Can you, please:
> > - Merge changes to your working copy, and
> > - Make a few tests with your models?
> >
> > Also feel free to commit if everything seems okay.
> > Attached file is against rev. 11322 of the trunk.
> >
> > Many thanks.
> >
> > For info, my implemtation looks like:
> > - Add points of the triangles
> > - Detect how to split quads (02 or 13), and add points for the two
> > triangles
> > - Save polygons in a temporary array
> > - Add a primitive set for all triangles (DrawArray)
> > - Add polygons points AFTER the points of the triangles
> > - Add primitive sets for polygons
> > - Tessellate
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> > http://pvle.sourceforge.net/
> >
> > ----- "Sukender" < [email protected] > a écrit :
> >
> > > Alright. I started working on it.
> > >
> > > Sukender
> > > PVLE - Lightweight cross-platform game engine -
> > > http://pvle.sourceforge.net/
> > >
> > > ----- "Sukender" < [email protected] > a écrit :
> > >
> > > > Oh, right, sorry I didn't spot this. Thanks.
> > > >
> > > > Sukender
> > > > PVLE - Lightweight cross-platform game engine -
> > > > http://pvle.sourceforge.net/
> > > >
> > > > ----- "Michael Platings" < [email protected] > a écrit :
> > > >
> > > > > I was referring to that by "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."
> > > > >
> > > > >
> > > > > On 6 July 2010 09:02, Sukender < [email protected] > wrote:
> > > > >
> > > > >
> > > > > 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/
> > > > > > > > _______________________________________________
> > > > > > > > osg-users mailing list
> > > > > > > > [email protected]
> > > > > > > >
> > > > > > >
> > > > > >
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > > >
> > > > > > > >
> > > > > > > > _______________________________________________
> > > > > > > > osg-users mailing list
> > > > > > > > [email protected]
> > > > > > > >
> > > > > > >
> > > > > >
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > > _______________________________________________
> > > > > > > osg-users mailing list
> > > > > > > [email protected]
> > > > > > >
> > > > > >
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > >
> > > > > > >
> > > > > > > _______________________________________________
> > > > > > > osg-users mailing list
> > > > > > > [email protected]
> > > > > > >
> > > > > >
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > _______________________________________________
> > > > > > osg-users mailing list
> > > > > > [email protected]
> > > > > >
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > _______________________________________________
> > > > > osg-users mailing list
> > > > > [email protected]
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > >
> > > > >
> > > > > _______________________________________________
> > > > > osg-users mailing list
> > > > > [email protected]
> > > > >
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > _______________________________________________
> > > > osg-users mailing list
> > > > [email protected]
> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> 
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