It is true that QUAD is an OpenGL primitive but the GL driver tessellates it into two triangles underneath the hood.
As for how OSG handles quads relative to intersections, it is my understanding that the intersector works with line/triangle intersections. If you're trying to intersect a quad, however, it would seem that if either of the two triangles is hit, 4 vertexes would/should be returned. I haven't looked at the code to really know for sure. -Shayne -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Tuesday, August 02, 2011 1:14 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] intersection with quad mesh: only 3 verticesreturned Hi S2LR, I thought QUAD is a OpenGL primitive. Your statement make sence to me. But then OSG hides the substitution by 2 triangles quite good, also in the wiremode of osgViewer the quads are displayed. I thought (even when not to often used as triangles) that quads are natively supported and would work with intersections. Cheers, Torben ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41804#41804 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org