Re: [osg-users] intersection with quad mesh: only 3 vertices returned
Hi all Thanks for your feedback, that turns my vague idea into basic knowledge I can build on to learn more :) I'll continue as soon I'm back from my trip. Thank you! Best regards, Torben ( currently sitting in a peruvian long distance bus with more comfort than many aircrafts - entertainment, ac, hot meal, wifi for free - for only 4$ each 100km :D ) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41912#41912 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] intersection with quad mesh: only 3 vertices returned
Hi, I have a mesh of quads. If i intersect them, it hits the face and returns me the results (osgUtil::LineSegmentIntersector::Intersection result) As I tried to access the indices I realized that it only returns 3 vertices. ( result.indexList.size() == 3 ) Is this a bug or do I miss something? I would like to acces the 4 vertices of the quad to manipulate the vertex I intersect next to. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41801#41801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection with quad mesh: only 3 vertices returned
Torben, My guess is that the quads are geometrically represented by two triangles with a shared edge. I believe the intersector is returning a ray/triangle intersection so one (that is hit) of the two triangles that make up the quad is being returned. This probably doesn't solve your problem but it may explain why you're getting only 3 vertexes on return... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Tuesday, August 02, 2011 12:39 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] intersection with quad mesh: only 3 vertices returned Hi, I have a mesh of quads. If i intersect them, it hits the face and returns me the results (osgUtil::LineSegmentIntersector::Intersection result) As I tried to access the indices I realized that it only returns 3 vertices. ( result.indexList.size() == 3 ) Is this a bug or do I miss something? I would like to acces the 4 vertices of the quad to manipulate the vertex I intersect next to. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41801#41801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection with quad mesh: only 3 vertices returned
Hi S2LR, I thought QUAD is a OpenGL primitive. Your statement make sence to me. But then OSG hides the substitution by 2 triangles quite good, also in the wiremode of osgViewer the quads are displayed. I thought (even when not to often used as triangles) that quads are natively supported and would work with intersections. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41804#41804 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org