I believe you could use the IndexMeshVisitor will convert the resulting
geometry to GL_TRIANGLES.

Glenn Waldron / @glennwaldron


On Sun, Jul 22, 2012 at 1:13 AM, Preet <[email protected]> wrote:

> Is there anyway to use osgUtil::Tessellator to only get back
> GL_TRIANGLE primitives? With the available examples, the tessellator
> adds/changes the primitive sets of the osg::Geometry passed to it into
> multiple triangle fans, triangle strips, and triangles. I want my
> geometry to just consist of GL_TRIANGLE draw calls.
>
> Also, there's another method of using the tessellator where it looks
> like you manually define contours / add vertices, etc, but I can't
> figure out how to use it. Could anyone provide a small example, or
> maybe point out what I'm doing wrong:
>
>     osgUtil::Tessellator myTess;
>     myTess.setTessellationNormal(offsetVec);
>     myTess.beginTessellation();
>     myTess.beginContour();
>     for(int i=0; i < areaVx->size(); i++)   {
>         osg::Vec3 * someVertexPtr = &someVertex;
>         myTess.addVertex(someVertexPtr);
>     }
>     myTess.endContour();
>     myTess.endTessellation();
>
>     std::cout << "Num Contours " << myTess.getContours().size();    //
> gives me a zero
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to