Re: [osg-users] Just more 3D primitives

2012-10-30 Thread Paul Martz



On 10/30/2012 5:05 AM, Christian Buchner wrote:

Hi,

for rendering a sphere (or any other round shapes) it might even be
better to use a shader, instead of trying to tesselate the shape into
a complex geometry consisting of a lot of triangles or quads.


One issue with this approach, as well as the ShapeDrawable approach, is that 
most existing code that operates on Drawables is designed to work with 
osg::Geometry. If you export your scene to some format other than OSG-native 
(3ds, obj, flt, etc), such shader-based geometry will likely be ignored by the 
exporter.


Just something to keep in mind.
   -Paul


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Re: [osg-users] Just more 3D primitives

2012-10-29 Thread Paul Martz
I'm definitely open to having such code contributed to osgWorks, where they 
would be Geometry-based rather than ShapeDrawable-based.

   -Paul


On 10/28/2012 10:28 PM, Andrey Zubarev wrote:

Hi, all!

In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even 
Capsule! But what about more primitives, for example, Torus, Torus Arc, 
Truncated Pyramid, Truncated Cone, a Dish (half of Ellipsoid) and so on?
  I believe, all these entities could be done by hand, from the scratch. But, 
maybe, someone knows the source of these primitives - just to avoid 
re-inventing a bicycle?
...

Thank you!

Cheers,
Andrey

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Re: [osg-users] Just more 3D primitives

2012-10-29 Thread Robert Osfield
HI Andrey,

The OSG's Shape objects original purpose was to provide mathematically
defined shapes in support of physics engines.  So there isn't an
attempt to provide an exhaustive range of different types of shapes,
only the ones useful for physics engines.

For going beyond this set there is essentially an open ended list of
shapes one might want to create, so rather than chase this one simply
lets the user create an osg::Geometry the shape they require.  For
rendering purposes I generally recommend that users avoid using the
osg::Shape classes as well as the are not written to optimize
rendering performance, the render side for them is just a convenience
function.

Robert.

On 29 October 2012 04:28, Andrey Zubarev  wrote:
> Hi, all!
>
> In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even 
> Capsule! But what about more primitives, for example, Torus, Torus Arc, 
> Truncated Pyramid, Truncated Cone, a Dish (half of Ellipsoid) and so on?
>  I believe, all these entities could be done by hand, from the scratch. But, 
> maybe, someone knows the source of these primitives - just to avoid 
> re-inventing a bicycle?
> ...
>
> Thank you!
>
> Cheers,
> Andrey
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=50845#50845
>
>
>
>
>
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[osg-users] Just more 3D primitives

2012-10-28 Thread Andrey Zubarev
Hi, all!

In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even 
Capsule! But what about more primitives, for example, Torus, Torus Arc, 
Truncated Pyramid, Truncated Cone, a Dish (half of Ellipsoid) and so on?
 I believe, all these entities could be done by hand, from the scratch. But, 
maybe, someone knows the source of these primitives - just to avoid 
re-inventing a bicycle?
... 

Thank you!

Cheers,
Andrey

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50845#50845





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