On 8/2/2011 2:49 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> 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.

  OSG's intersection code decomposes QUADs into triangles. Your result should be
interpreted as triangles, created in pairs from the original QUADs.

> -Shayne

-- 
Chris 'Xenon' Hanson, omo sanza lettere. [email protected] 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
    "There is no Truth. There is only Perception. To Perceive is to Exist." - 
Xen
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