The "odd" algorithm you're referring to is bilinear interpolation which
essentially defines a hyperbolic paraboloid (the simplest surface)
through 4 non-coplanar points (i.e. the infamous quad).

For intersection purposes in OSG, it's good that it breaks the quad up
into two triangles. Planes are easier to intersect than bilinear
surfaces...

-Shayne

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mike
Garrity
Sent: Thursday, August 04, 2011 8:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned

> From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
> Sent: Tuesday, August 02, 2011 4:49 PM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned
>
> It is true that QUAD is an OpenGL primitive but the GL driver
tessellates it into two triangles 
> underneath the hood.
>
Most (all?) cards today do break them into 2 tris, but nothing in the
OpenGL spec 
says that they have to, or specifies exactly how they should do it. The
reason is 
that the original SGI geometry engine did not split them. It drew quads
directly 
with an odd algorithm for interpolating values across the interior. Quad
lives on 
as a historical quirk, like the panda's thumb.

    -Mike Garrity
    -The MathWorks


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