Hi Bob,

The OSG's DrawElements*  encapsulate OpenGL's glDrawElements call, so
it might be best if you just looked up OpenGL documentation online in
books to see how the indices in the DrawElementsUByte/UShort map to
triangles.

Another alternative to looking at the low level primitives is to use a
functor like the TriangleIndexFunctor or TriangleFunctor.  Have a
search through the OSG code base to see places where this used.

Robert.

On 5 June 2012 10:50, Bob Slobodan <[email protected]> wrote:
> Hi,
>
>
>>
>> You original asked for vertices... now you want triangles... is that
>> because you now know how to get the vertices, or is it that you now
>> know what you want more precisely??
>
>
> I knew how to get the vertex array, but the problem is that I don't know how 
> to get the vertices for each sub-polygon (triangles) generated by the 
> tessellation.
>
>
>> Is that you are asking how to get the primitive data from a
>> PrimitiveSet
>
>
> Basically yes. My problem is that I don't really get how the tesselation 
> works and how to create new polygons using the geometry modified by the 
> tessellation. I thought that the tesselation would simply add new 
> PrimitiveSet such as DrawArrays and that I could have created my new polygons 
> using the getFirst() and getCount() function of DrawArrays with my 
> vertexArray. Unfortunately, when I look at my geometry after the tesselation, 
> it only has DrawElementsUByte, and I don't see how I could get a list of 
> triangles from this PrimitiveSet. I've looked at the DOC, the headers and the 
> source but I don't see what to do.
>
>
>> Might I also ask you for what purpose you want to know the
>> vertices/primitive data? What are you trying to do with it?
>
>
> For my project, I had to create a class that handles Surfaces (it displays 
> anykind of polygon and it has some useful tools). And I have to implement a 
> tool that "triangulate" the polygon and create new Surfaces with each 
> triangle ; so instead of trying to implement my own tessellation algo, I 
> thought I would simply use the osg tessellation.
>
> I'm really sorry for my lack of precision in my previous posts. And thank you 
> a lot for taking the time to help me.
>
> Cheers,
> Bob
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=48043#48043
>
>
>
>
>
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