To clarify prev message:
you can "pack" you data in 1d texture where each pixel contains value for some 
direction (f.e. with 1 degree resolution), and draw quad using shader where you 
generate texcoords based on vertex position in fragment shader to access image.

13.01.2012, 15:34, "Sergey Polischuk" <[email protected]>:
> Hi, Kevin
>
> Are you really need mesh?
> You can store data in image and draw just one quad textured with this image. 
> Update data in image according to your input data -> draw quad, repeat.
> I think you can reuse some your code for mesh generation to create (point 
> coordinates in image) -> (polar coords) pairs to easily access data in image
>
> Cheers.
>
> 12.01.2012, 20:38, "Kevin Williams" <[email protected]>:
>
>>  Hi,
>>
>>  This may seem like overkill: using OSG for rendering a 2D polar surface 
>> plot, but I have plans for other things, so please bear with me!
>>
>>  Basically, what I need to do is mesh a disk, and quite rapidly update the 
>> color along the radials (rho, constant theta's) in proportion to incoming 
>> instrument measurement data - basically a radar display.
>>
>>  Because I don't see a way to collect a set of node indices along each of my 
>> defined radials on which I can set the color if I use the Delaunay mesher, I 
>> wrote a quick triangle mesher today. (It generates triangle vertex indices 
>> and coordinates, and eliminates shared vertices, but I can keep track of all 
>> the vertices along each radial.)
>>
>>  I plan to create a TriangleMesh using this routine.
>>
>>  My question is, is there an elegant way of handling this problem in OSG? As 
>> a new user there is a good chance I'm missing the obvious. :)
>>
>>  Kind regards
>>
>>  Kevin
>>
>>  ------------------
>>  Read this topic online here:
>>  http://forum.openscenegraph.org/viewtopic.php?p=44779#44779
>>
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