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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

