Was just happening to be looking at this site on opengl.org for hidden
line removal algorithms when I saw this for Constructive Solid
Geometry:

http://www.opengl.org//resources/code/samples/advanced/advanced96/node33.html#SECTION00094000000000000000


BTW, Hidden line removal is a snap with osg!

On 10/24/06, Gordon Tomlinson <[EMAIL PROTECTED]> wrote:
No Opengl does not support wholes directly in polygon,you will have to
decompose your beam in to a finer set of polygons and then create your holes
by put linling with polygons etc.

Basically waht you really need some geometry Boolean operations which are
not something you would normally find in a scene graph there really  a
modeling package need. I have seen code around on the net( along time ago)
that may help try a google on Boolean operation and Opengl etc.

Best Regards



Gordon

__________________________________________________________

Gordon Tomlinson
Email  : gordon.tomlinson @ overwatch.com
YIM/AIM: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com

__________________________________________________________


"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival"
- Master Tambo Tetsura




-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Steven T.
Hatton
Sent: Tuesday, October 24, 2006 4:08 AM
To: osg users
Subject: [osg-users] Drilling Holes in Beams?


It's fairly easy to create a plank using osg::PrimitiveSet::QUADS, but I
don't
see an obvious way to put a hole in such a thing.  Is there an established
convention for doing this sort of thing?  One thing I want to do is create a
flat plank of "steel" with bolt holes in it.

As far as I know, there are no OpenGL primitive constructs that can have
holes
in them.
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