For some reason everything seems to be having a problem since I rebuilt OSG 
from cvs.  I haven't had time to investigate.

On Wednesday 25 October 2006 03:18, Geoff Michel wrote:
> Steven
>
> The tesselated scene rotation is not jumpy on my machine (2.6GHz Pentium +
> nVidia 5200 card - 75 Hz rock-like). The tesselation is only done once, and
> again whenever the N key is pressed to retesselate.
>
> Try saving the OSG format file - this does not have any osgTesselation
> components, just the pure polygons so there is no effect of the tesselation
> if you load the osg output (except that tesselating something which looks
> simple can result in large numbers of triangles).
>
> Try the attached .dw file (which I created this morning with 2 rectangular
> holes in a plate) in osgviewer - the format is very simple so you should be
> able to generate your own. The holes can be any polygonal shape that is
> confined to one face of the parent shape. (Of course you need to compile
> the .dw plugin).
>
> It is not full CSG of course but simple holes sounds like all you need. You
> could adapt the parts of the dw loader that cut holes in objects if you
> wish!
>
> Geoff
>
>
> ----- Original Message -----
> From: "Steven T. Hatton" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, October 25, 2006 12:59 AM
> Subject: Re: [osg-users] Drilling Holes in Beams?
>
> > Thanks to everybody for the feedback.  For now I think I'm going to be
> > making
> > holes by hand.  That is, I will create the surface using multiple quads
> > patched together so that the area surrounding the hole is covered with a
> > separate patch.
> >
> > I tried my hand at POVRay many rears ago.  Along with a few statements I
> > had
> > read elsewhere, I had been given to believe "everybody" did CSG.  When I
> > encountered scene graph packages a couple years ago, I was surprised to
> > find
> > that they don't do this "out of the box".  Now that I have a better
> > appreciation for the magnitude of the challenge as well as the
> > limitations of
> > CSG, I am less surprised.  Just contemplating the notion of generic code
> > for
> > handling solids of arbitrary shape with holes is mind boggling.
> >
> > The tesselation code in the OSG example appears to provide a potential
> > solution for some situations. When I ran the examples, the animated scene
> > rotation was jumpy, suggesting it requires a lot of processing.  Perhaps
> > that
> > can be done once and "cached"?
> >
> > Here's an example of the kind of problem I am currently dealing with.  I
> > want
> > to model a building constructed of column and spandrel assemblies, as
> > shown
> > here:
> >
> > http://www.kolumbus.fi/totuus/img/wtc-wall.jpg
> >
> > There are literally thousands of these exterior panels.  Depending on
> > LOD, I
> > want to be able to zoom in on any given detail and have it depicted with
> > sufficient accuracy and precision to accurately represent the design and
> > implementation of the structure.
> >
> > Though it is no an immediate goal, I would like the be able to modify the
> > geometry of one of these assemblies (for example if it happens to be
> > thrown
> > 700 feet due to some catastrophic event, and becomes deformed by the
> > forces
> > involved.
> >
> > I therefore want my geometric model to be as faithful to the physical
> > reality
> > as is possible (whatever that means).
> >
> > On Tuesday 24 October 2006 18:02, Geoff Michel wrote:
> >> or you could use the osgTesselator to make holes. See the tesselator
> >> example. The samples have lots of holes in.
> >>
> >> Or you can use the .dw format and the Design workbench modeller which
> >> saves
> >> things with holes in. The "flat plank of steel" need not be flat in DW.
> >> I have examples with hundreds of of holes in.
> >>
> >> (www.artifice.com design workshop lite will do it)
> >>
> >> NB Someone has used my email- only used for OSG stuff- to send me
> >> details on a 'performance' enhancing drug. Dont do that.
> >>
> >> G
> >
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