Hi Andy,

If you want to take account of all types of primitives then one would
write a PrimitiveFunctor that handles the different types of
primitives.

Robert.

On Tue, Dec 14, 2010 at 5:32 PM, Andy Skinner
<[email protected]> wrote:
> Sometimes our scene only consists of lines.  When we use
> COMPUTE_NEAR_FAR_USING_PRIMITIVES, the near and far aren’t computed
> correctly, because the TriangleFunctor used with ComputeNearestPointFunctor
> doesn’t look at points or lines.
>
>
>
> In order to get this to work, if I want to consider lines the way the
> current code considers triangles, I’d need to write a functor that uses
> lines or points.  I think I’d want to use the lines if possible, and
> consider individual points only if that is what the geometry is.
>
>
>
> I’m not sure it would be useful to write general LineFunctor and
> PointFunctor classes and make them available.  So maybe I could put
> something intended just for this purpose into the CullVisitor.  Maybe extend
> TriangleFunctor to do what it currently does, but handle lines and points
> differently?  I don’t want to clutter up CullVisitor.cpp with a large object
> if I can help it.
>
>
>
> I could just use TemplatePrimitiveFunctor and implement all the operators.
> Maybe that would be simpler, because some could forward to others.
>
>
>
> Is there a better approach here?  It does seem a bit of a lack to me that
> computing near and far doesn’t handle scene without faces.
>
>
>
> It also makes me wonder about the various cases that use TriangleFunctor.
> Are they all only relevant for faces?
>
>
>
> thanks
>
> andy
>
>
>
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>
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