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 > > > > _______________________________________________ > 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

