Re: [osg-users] FBX reading of GL_POLYGON

2010-07-15 Thread Sukender
Alright then. Hope the algorithm works for all cases. I tested it a bit more, 
and as far as I can tell it seems okay.
Please keep us (I mean the mailing list) in touch.
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Michael Platings mplati...@gmail.com a écrit :

 I've had a quick look but I'm going to need to rewrite it to fit with
 newer code so it's on my to-do list.
 
 
 On 13 July 2010 16:16, Sukender  suky0...@free.fr  wrote:
 
 
 Hi Michael, hi all,
 
 Sorry to push this topic up, but did you test the code (anyone)?
 
 Thanks.
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 
 
 
 - Sukender  suky0...@free.fr  a écrit :
 
  Hi Michael,
 
  I managed to write the code, but I need testing. Moreover I can't
  update the FBX plugin because of the regression I told you in
 another
  thread, concerning images.
  Can you, please:
  - Merge changes to your working copy, and
  - Make a few tests with your models?
 
  Also feel free to commit if everything seems okay.
  Attached file is against rev. 11322 of the trunk.
 
  Many thanks.
 
  For info, my implemtation looks like:
  - Add points of the triangles
  - Detect how to split quads (02 or 13), and add points for the two
  triangles
  - Save polygons in a temporary array
  - Add a primitive set for all triangles (DrawArray)
  - Add polygons points AFTER the points of the triangles
  - Add primitive sets for polygons
  - Tessellate
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Sukender  suky0...@free.fr  a écrit :
 
   Alright. I started working on it.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Sukender  suky0...@free.fr  a écrit :
  
Oh, right, sorry I didn't spot this. Thanks.
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Michael Platings  mplati...@gmail.com  a écrit :
   
 I was referring to that by For quads I imagine it would be
   possible
 to write some fast specialised code to see if they should be
  split
 across vertices (0,2) or (1,3) so that loading times remain
bearable.


 On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:


 Oh... What about concave quads (I mean 4 points polygons)?


 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Sukender  suky0...@free.fr  a écrit :




  OK. If you got time for this before I do... :)
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings  mplati...@gmail.com  a écrit :
 
   Waht you could do is leave all the triangles and quads in
  one
   PrimitiveSet (like it is already), but put each polygon
  with
   =5
   vertices in it's own PrimitiveSet with Mode=POLYGON. Then
  run
the
   Tesselator on the Geometry which should tesselate the
  polygons
   automagically.
  
  
   On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
  
  
   Hi Michael,
  
   Yes, sorry about OpenGL interpretation of polygons, I
  forgot
that.
  
   Well actually, I guess the reader has to handle most
 (all?)
cases.
  So
   I suggest to have something like:
   - If number of points = 4, use current code.
   - Else call GLU tesselation.
  
   Do you agree?
   The problem I have is that osgUtil::Tessellator is
 intended
  to
  operate
   on osg's structures. Any idea on how to make it work
 easily
  in
the
   reader plugin?
  
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings  mplati...@gmail.com  a écrit :
  
  
  
  
No, 1 to 1 mapping of primitives isn't possible because
   OpenGL
   doesn't
render concave polygons correctly (in practice
 GL_POLYGON
  is
the
   same
as GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need
  to
   be
   careful
about how we use that. Most models I've come across have
   many
triangles and quads but few polygons =5 vertices. If we
   apply
triangulation to those few polygons then most models
 will
  be
unaffected. For quads I imagine it would be possible to
   write
 some
fast specialised code to see if they should be split
  across
  vertices
(0,2) or (1,3) so that loading times remain bearable.
However, if your content provider could just produce
  models
that
  are
already suitable for real-time rendering that would be
  best
   ;)
   
   
On 5 July 2010 09:09, 

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-14 Thread Michael Platings
I've had a quick look but I'm going to need to rewrite it to fit with newer
code so it's on my to-do list.

On 13 July 2010 16:16, Sukender suky0...@free.fr wrote:

 Hi Michael, hi all,

 Sorry to push this topic up, but did you test the code (anyone)?
 Thanks.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Sukender suky0...@free.fr a écrit :

  Hi Michael,
 
  I managed to write the code, but I need testing. Moreover I can't
  update the FBX plugin because of the regression I told you in another
  thread, concerning images.
  Can you, please:
  - Merge changes to your working copy, and
  - Make a few tests with your models?
 
  Also feel free to commit if everything seems okay.
  Attached file is against rev. 11322 of the trunk.
 
  Many thanks.
 
  For info, my implemtation looks like:
  - Add points of the triangles
  - Detect how to split quads (02 or 13), and add points for the two
  triangles
  - Save polygons in a temporary array
  - Add a primitive set for all triangles (DrawArray)
  - Add polygons points AFTER the points of the triangles
  - Add primitive sets for polygons
  - Tessellate
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Sukender suky0...@free.fr a écrit :
 
   Alright. I started working on it.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Sukender suky0...@free.fr a écrit :
  
Oh, right, sorry I didn't spot this. Thanks.
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Michael Platings mplati...@gmail.com a écrit :
   
 I was referring to that by For quads I imagine it would be
   possible
 to write some fast specialised code to see if they should be
  split
 across vertices (0,2) or (1,3) so that loading times remain
bearable.


 On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:


 Oh... What about concave quads (I mean 4 points polygons)?


 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Sukender  suky0...@free.fr  a écrit :




  OK. If you got time for this before I do... :)
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings  mplati...@gmail.com  a écrit :
 
   Waht you could do is leave all the triangles and quads in
  one
   PrimitiveSet (like it is already), but put each polygon
  with
   =5
   vertices in it's own PrimitiveSet with Mode=POLYGON. Then
  run
the
   Tesselator on the Geometry which should tesselate the
  polygons
   automagically.
  
  
   On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
  
  
   Hi Michael,
  
   Yes, sorry about OpenGL interpretation of polygons, I
  forgot
that.
  
   Well actually, I guess the reader has to handle most (all?)
cases.
  So
   I suggest to have something like:
   - If number of points = 4, use current code.
   - Else call GLU tesselation.
  
   Do you agree?
   The problem I have is that osgUtil::Tessellator is intended
  to
  operate
   on osg's structures. Any idea on how to make it work easily
  in
the
   reader plugin?
  
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings  mplati...@gmail.com  a écrit :
  
  
  
  
No, 1 to 1 mapping of primitives isn't possible because
   OpenGL
   doesn't
render concave polygons correctly (in practice GL_POLYGON
  is
the
   same
as GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need
  to
   be
   careful
about how we use that. Most models I've come across have
   many
triangles and quads but few polygons =5 vertices. If we
   apply
triangulation to those few polygons then most models will
  be
unaffected. For quads I imagine it would be possible to
   write
 some
fast specialised code to see if they should be split
  across
  vertices
(0,2) or (1,3) so that loading times remain bearable.
However, if your content provider could just produce
  models
that
  are
already suitable for real-time rendering that would be
  best
   ;)
   
   
On 5 July 2010 09:09, Sukender  suky0...@free.fr 
  wrote:
   
   
Hi all,
   
The FBX reader seems to interpret FBX polygons as
  triangles.
 Well
  I
guess this should not be, as 1-to-1 mapping of primitives
  is
   possible
(as far as I know), but this is not really an issue. What
  is
an
   issue
is that 

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-13 Thread Sukender
Hi Michael, hi all,

Sorry to push this topic up, but did you test the code (anyone)?
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Sukender suky0...@free.fr a écrit :

 Hi Michael,
 
 I managed to write the code, but I need testing. Moreover I can't
 update the FBX plugin because of the regression I told you in another
 thread, concerning images.
 Can you, please:
 - Merge changes to your working copy, and
 - Make a few tests with your models?
 
 Also feel free to commit if everything seems okay.
 Attached file is against rev. 11322 of the trunk.
 
 Many thanks.
 
 For info, my implemtation looks like:
 - Add points of the triangles
 - Detect how to split quads (02 or 13), and add points for the two
 triangles
 - Save polygons in a temporary array
 - Add a primitive set for all triangles (DrawArray)
 - Add polygons points AFTER the points of the triangles
 - Add primitive sets for polygons
 - Tessellate
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Sukender suky0...@free.fr a écrit :
 
  Alright. I started working on it.
  
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
  
  - Sukender suky0...@free.fr a écrit :
  
   Oh, right, sorry I didn't spot this. Thanks.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings mplati...@gmail.com a écrit :
  
I was referring to that by For quads I imagine it would be
  possible
to write some fast specialised code to see if they should be
 split
across vertices (0,2) or (1,3) so that loading times remain
   bearable.
   
   
On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:
   
   
Oh... What about concave quads (I mean 4 points polygons)?
   
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Sukender  suky0...@free.fr  a écrit :
   
   
   
   
 OK. If you got time for this before I do... :)

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Michael Platings  mplati...@gmail.com  a écrit :

  Waht you could do is leave all the triangles and quads in
 one
  PrimitiveSet (like it is already), but put each polygon
 with
  =5
  vertices in it's own PrimitiveSet with Mode=POLYGON. Then
 run
   the
  Tesselator on the Geometry which should tesselate the
 polygons
  automagically.
 
 
  On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Michael,
 
  Yes, sorry about OpenGL interpretation of polygons, I
 forgot
   that.
 
  Well actually, I guess the reader has to handle most (all?)
   cases.
 So
  I suggest to have something like:
  - If number of points = 4, use current code.
  - Else call GLU tesselation.
 
  Do you agree?
  The problem I have is that osgUtil::Tessellator is intended
 to
 operate
  on osg's structures. Any idea on how to make it work easily
 in
   the
  reader plugin?
 
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings  mplati...@gmail.com  a écrit :
 
 
 
 
   No, 1 to 1 mapping of primitives isn't possible because
  OpenGL
  doesn't
   render concave polygons correctly (in practice GL_POLYGON
 is
   the
  same
   as GL_TRIANGLE_FAN).
   Tesselation is possible via GLU but very slow so we need
 to
  be
  careful
   about how we use that. Most models I've come across have
  many
   triangles and quads but few polygons =5 vertices. If we
  apply
   triangulation to those few polygons then most models will
 be
   unaffected. For quads I imagine it would be possible to
  write
some
   fast specialised code to see if they should be split
 across
 vertices
   (0,2) or (1,3) so that loading times remain bearable.
   However, if your content provider could just produce
 models
   that
 are
   already suitable for real-time rendering that would be
 best
  ;)
  
  
   On 5 July 2010 09:09, Sukender  suky0...@free.fr 
 wrote:
  
  
   Hi all,
  
   The FBX reader seems to interpret FBX polygons as
 triangles.
Well
 I
   guess this should not be, as 1-to-1 mapping of primitives
 is
  possible
   (as far as I know), but this is not really an issue. What
 is
   an
  issue
   is that concave polygons are not intepreted the right way.
 I
think
   about two solutions:
   1. Use tessellation code to get correct splitting
   2. Do the 1-to-1 mapping of primitives
  
   Am I right ?
   Other ideas?
   Anyone having time for this?
  
   Thanks folks!
  
   Cheers,
  
 

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-07 Thread Sukender
Oh, right, sorry I didn't spot this. Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Michael Platings mplati...@gmail.com a écrit :

 I was referring to that by For quads I imagine it would be possible
 to write some fast specialised code to see if they should be split
 across vertices (0,2) or (1,3) so that loading times remain bearable.
 
 
 On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:
 
 
 Oh... What about concave quads (I mean 4 points polygons)?
 
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Sukender  suky0...@free.fr  a écrit :
 
 
 
 
  OK. If you got time for this before I do... :)
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings  mplati...@gmail.com  a écrit :
 
   Waht you could do is leave all the triangles and quads in one
   PrimitiveSet (like it is already), but put each polygon with =5
   vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
   Tesselator on the Geometry which should tesselate the polygons
   automagically.
  
  
   On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
  
  
   Hi Michael,
  
   Yes, sorry about OpenGL interpretation of polygons, I forgot that.
  
   Well actually, I guess the reader has to handle most (all?) cases.
  So
   I suggest to have something like:
   - If number of points = 4, use current code.
   - Else call GLU tesselation.
  
   Do you agree?
   The problem I have is that osgUtil::Tessellator is intended to
  operate
   on osg's structures. Any idea on how to make it work easily in the
   reader plugin?
  
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings  mplati...@gmail.com  a écrit :
  
  
  
  
No, 1 to 1 mapping of primitives isn't possible because OpenGL
   doesn't
render concave polygons correctly (in practice GL_POLYGON is the
   same
as GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be
   careful
about how we use that. Most models I've come across have many
triangles and quads but few polygons =5 vertices. If we apply
triangulation to those few polygons then most models will be
unaffected. For quads I imagine it would be possible to write
 some
fast specialised code to see if they should be split across
  vertices
(0,2) or (1,3) so that loading times remain bearable.
However, if your content provider could just produce models that
  are
already suitable for real-time rendering that would be best ;)
   
   
On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
   
   
Hi all,
   
The FBX reader seems to interpret FBX polygons as triangles.
 Well
  I
guess this should not be, as 1-to-1 mapping of primitives is
   possible
(as far as I know), but this is not really an issue. What is an
   issue
is that concave polygons are not intepreted the right way. I
 think
about two solutions:
1. Use tessellation code to get correct splitting
2. Do the 1-to-1 mapping of primitives
   
Am I right ?
Other ideas?
Anyone having time for this?
   
Thanks folks!
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-07 Thread Sukender
Alright. I started working on it.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Sukender suky0...@free.fr a écrit :

 Oh, right, sorry I didn't spot this. Thanks.
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Michael Platings mplati...@gmail.com a écrit :
 
  I was referring to that by For quads I imagine it would be possible
  to write some fast specialised code to see if they should be split
  across vertices (0,2) or (1,3) so that loading times remain
 bearable.
 
 
  On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:
 
 
  Oh... What about concave quads (I mean 4 points polygons)?
 
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Sukender  suky0...@free.fr  a écrit :
 
 
 
 
   OK. If you got time for this before I do... :)
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings  mplati...@gmail.com  a écrit :
  
Waht you could do is leave all the triangles and quads in one
PrimitiveSet (like it is already), but put each polygon with =5
vertices in it's own PrimitiveSet with Mode=POLYGON. Then run
 the
Tesselator on the Geometry which should tesselate the polygons
automagically.
   
   
On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
   
   
Hi Michael,
   
Yes, sorry about OpenGL interpretation of polygons, I forgot
 that.
   
Well actually, I guess the reader has to handle most (all?)
 cases.
   So
I suggest to have something like:
- If number of points = 4, use current code.
- Else call GLU tesselation.
   
Do you agree?
The problem I have is that osgUtil::Tessellator is intended to
   operate
on osg's structures. Any idea on how to make it work easily in
 the
reader plugin?
   
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Michael Platings  mplati...@gmail.com  a écrit :
   
   
   
   
 No, 1 to 1 mapping of primitives isn't possible because OpenGL
doesn't
 render concave polygons correctly (in practice GL_POLYGON is
 the
same
 as GL_TRIANGLE_FAN).
 Tesselation is possible via GLU but very slow so we need to be
careful
 about how we use that. Most models I've come across have many
 triangles and quads but few polygons =5 vertices. If we apply
 triangulation to those few polygons then most models will be
 unaffected. For quads I imagine it would be possible to write
  some
 fast specialised code to see if they should be split across
   vertices
 (0,2) or (1,3) so that loading times remain bearable.
 However, if your content provider could just produce models
 that
   are
 already suitable for real-time rendering that would be best ;)


 On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:


 Hi all,

 The FBX reader seems to interpret FBX polygons as triangles.
  Well
   I
 guess this should not be, as 1-to-1 mapping of primitives is
possible
 (as far as I know), but this is not really an issue. What is
 an
issue
 is that concave polygons are not intepreted the right way. I
  think
 about two solutions:
 1. Use tessellation code to get correct splitting
 2. Do the 1-to-1 mapping of primitives

 Am I right ?
 Other ideas?
 Anyone having time for this?

 Thanks folks!

 Cheers,

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

   
  
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-07 Thread Sukender
Hi Michael,

I managed to write the code, but I need testing. Moreover I can't update the 
FBX plugin because of the regression I told you in another thread, concerning 
images.
Can you, please:
- Merge changes to your working copy, and
- Make a few tests with your models?

Also feel free to commit if everything seems okay.
Attached file is against rev. 11322 of the trunk.

Many thanks.

For info, my implemtation looks like:
- Add points of the triangles
- Detect how to split quads (02 or 13), and add points for the two triangles
- Save polygons in a temporary array
- Add a primitive set for all triangles (DrawArray)
- Add polygons points AFTER the points of the triangles
- Add primitive sets for polygons
- Tessellate

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Sukender suky0...@free.fr a écrit :

 Alright. I started working on it.
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Sukender suky0...@free.fr a écrit :
 
  Oh, right, sorry I didn't spot this. Thanks.
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings mplati...@gmail.com a écrit :
 
   I was referring to that by For quads I imagine it would be
 possible
   to write some fast specialised code to see if they should be split
   across vertices (0,2) or (1,3) so that loading times remain
  bearable.
  
  
   On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:
  
  
   Oh... What about concave quads (I mean 4 points polygons)?
  
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Sukender  suky0...@free.fr  a écrit :
  
  
  
  
OK. If you got time for this before I do... :)
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Michael Platings  mplati...@gmail.com  a écrit :
   
 Waht you could do is leave all the triangles and quads in one
 PrimitiveSet (like it is already), but put each polygon with
 =5
 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run
  the
 Tesselator on the Geometry which should tesselate the polygons
 automagically.


 On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:


 Hi Michael,

 Yes, sorry about OpenGL interpretation of polygons, I forgot
  that.

 Well actually, I guess the reader has to handle most (all?)
  cases.
So
 I suggest to have something like:
 - If number of points = 4, use current code.
 - Else call GLU tesselation.

 Do you agree?
 The problem I have is that osgUtil::Tessellator is intended to
operate
 on osg's structures. Any idea on how to make it work easily in
  the
 reader plugin?


 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Michael Platings  mplati...@gmail.com  a écrit :




  No, 1 to 1 mapping of primitives isn't possible because
 OpenGL
 doesn't
  render concave polygons correctly (in practice GL_POLYGON is
  the
 same
  as GL_TRIANGLE_FAN).
  Tesselation is possible via GLU but very slow so we need to
 be
 careful
  about how we use that. Most models I've come across have
 many
  triangles and quads but few polygons =5 vertices. If we
 apply
  triangulation to those few polygons then most models will be
  unaffected. For quads I imagine it would be possible to
 write
   some
  fast specialised code to see if they should be split across
vertices
  (0,2) or (1,3) so that loading times remain bearable.
  However, if your content provider could just produce models
  that
are
  already suitable for real-time rendering that would be best
 ;)
 
 
  On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
  Hi all,
 
  The FBX reader seems to interpret FBX polygons as triangles.
   Well
I
  guess this should not be, as 1-to-1 mapping of primitives is
 possible
  (as far as I know), but this is not really an issue. What is
  an
 issue
  is that concave polygons are not intepreted the right way. I
   think
  about two solutions:
  1. Use tessellation code to get correct splitting
  2. Do the 1-to-1 mapping of primitives
 
  Am I right ?
  Other ideas?
  Anyone having time for this?
 
  Thanks folks!
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-06 Thread Sukender
Oh... What about concave quads (I mean 4 points polygons)?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Sukender suky0...@free.fr a écrit :

 OK. If you got time for this before I do... :)
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Michael Platings mplati...@gmail.com a écrit :
 
  Waht you could do is leave all the triangles and quads in one
  PrimitiveSet (like it is already), but put each polygon with =5
  vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
  Tesselator on the Geometry which should tesselate the polygons
  automagically.
 
 
  On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Michael,
 
  Yes, sorry about OpenGL interpretation of polygons, I forgot that.
 
  Well actually, I guess the reader has to handle most (all?) cases.
 So
  I suggest to have something like:
  - If number of points = 4, use current code.
  - Else call GLU tesselation.
 
  Do you agree?
  The problem I have is that osgUtil::Tessellator is intended to
 operate
  on osg's structures. Any idea on how to make it work easily in the
  reader plugin?
 
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings  mplati...@gmail.com  a écrit :
 
 
 
 
   No, 1 to 1 mapping of primitives isn't possible because OpenGL
  doesn't
   render concave polygons correctly (in practice GL_POLYGON is the
  same
   as GL_TRIANGLE_FAN).
   Tesselation is possible via GLU but very slow so we need to be
  careful
   about how we use that. Most models I've come across have many
   triangles and quads but few polygons =5 vertices. If we apply
   triangulation to those few polygons then most models will be
   unaffected. For quads I imagine it would be possible to write some
   fast specialised code to see if they should be split across
 vertices
   (0,2) or (1,3) so that loading times remain bearable.
   However, if your content provider could just produce models that
 are
   already suitable for real-time rendering that would be best ;)
  
  
   On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
  
  
   Hi all,
  
   The FBX reader seems to interpret FBX polygons as triangles. Well
 I
   guess this should not be, as 1-to-1 mapping of primitives is
  possible
   (as far as I know), but this is not really an issue. What is an
  issue
   is that concave polygons are not intepreted the right way. I think
   about two solutions:
   1. Use tessellation code to get correct splitting
   2. Do the 1-to-1 mapping of primitives
  
   Am I right ?
   Other ideas?
   Anyone having time for this?
  
   Thanks folks!
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
   ___
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-06 Thread Michael Platings
I was referring to that by For quads I imagine it would be possible to
write some fast specialised code to see if they should be split across
vertices (0,2) or (1,3) so that loading times remain bearable.

On 6 July 2010 09:02, Sukender suky0...@free.fr wrote:

 Oh... What about concave quads (I mean 4 points polygons)?

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Sukender suky0...@free.fr a écrit :

  OK. If you got time for this before I do... :)
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings mplati...@gmail.com a écrit :
 
   Waht you could do is leave all the triangles and quads in one
   PrimitiveSet (like it is already), but put each polygon with =5
   vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
   Tesselator on the Geometry which should tesselate the polygons
   automagically.
  
  
   On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
  
  
   Hi Michael,
  
   Yes, sorry about OpenGL interpretation of polygons, I forgot that.
  
   Well actually, I guess the reader has to handle most (all?) cases.
  So
   I suggest to have something like:
   - If number of points = 4, use current code.
   - Else call GLU tesselation.
  
   Do you agree?
   The problem I have is that osgUtil::Tessellator is intended to
  operate
   on osg's structures. Any idea on how to make it work easily in the
   reader plugin?
  
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings  mplati...@gmail.com  a écrit :
  
  
  
  
No, 1 to 1 mapping of primitives isn't possible because OpenGL
   doesn't
render concave polygons correctly (in practice GL_POLYGON is the
   same
as GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be
   careful
about how we use that. Most models I've come across have many
triangles and quads but few polygons =5 vertices. If we apply
triangulation to those few polygons then most models will be
unaffected. For quads I imagine it would be possible to write some
fast specialised code to see if they should be split across
  vertices
(0,2) or (1,3) so that loading times remain bearable.
However, if your content provider could just produce models that
  are
already suitable for real-time rendering that would be best ;)
   
   
On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
   
   
Hi all,
   
The FBX reader seems to interpret FBX polygons as triangles. Well
  I
guess this should not be, as 1-to-1 mapping of primitives is
   possible
(as far as I know), but this is not really an issue. What is an
   issue
is that concave polygons are not intepreted the right way. I think
about two solutions:
1. Use tessellation code to get correct splitting
2. Do the 1-to-1 mapping of primitives
   
Am I right ?
Other ideas?
Anyone having time for this?
   
Thanks folks!
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
render concave polygons correctly (in practice GL_POLYGON is the same as
GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be careful about
how we use that. Most models I've come across have many triangles and quads
but few polygons =5 vertices. If we apply triangulation to those few
polygons then most models will be unaffected. For quads I imagine it would
be possible to write some fast specialised code to see if they should be
split across vertices (0,2) or (1,3) so that loading times remain bearable.
However, if your content provider could just produce models that are already
suitable for real-time rendering that would be best ;)

On 5 July 2010 09:09, Sukender suky0...@free.fr wrote:

 Hi all,

 The FBX reader seems to interpret FBX polygons as triangles. Well I guess
 this should not be, as 1-to-1 mapping of primitives is possible (as far as I
 know), but this is not really an issue. What is an issue is that concave
 polygons are not intepreted the right way. I think about two solutions:
 1. Use tessellation code to get correct splitting
 2. Do the 1-to-1 mapping of primitives

 Am I right ?
 Other ideas?
 Anyone having time for this?

 Thanks folks!

 Cheers,

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Sukender
Hi Michael,

Yes, sorry about OpenGL interpretation of polygons, I forgot that.

Well actually, I guess the reader has to handle most (all?) cases. So I suggest 
to have something like:
- If number of points = 4, use current code.
- Else call GLU tesselation.

Do you agree?
The problem I have is that osgUtil::Tessellator is intended to operate on osg's 
structures. Any idea on how to make it work easily in the reader plugin?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Michael Platings mplati...@gmail.com a écrit :

 No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
 render concave polygons correctly (in practice GL_POLYGON is the same
 as GL_TRIANGLE_FAN).
 Tesselation is possible via GLU but very slow so we need to be careful
 about how we use that. Most models I've come across have many
 triangles and quads but few polygons =5 vertices. If we apply
 triangulation to those few polygons then most models will be
 unaffected. For quads I imagine it would be possible to write some
 fast specialised code to see if they should be split across vertices
 (0,2) or (1,3) so that loading times remain bearable.
 However, if your content provider could just produce models that are
 already suitable for real-time rendering that would be best ;)
 
 
 On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
 Hi all,
 
 The FBX reader seems to interpret FBX polygons as triangles. Well I
 guess this should not be, as 1-to-1 mapping of primitives is possible
 (as far as I know), but this is not really an issue. What is an issue
 is that concave polygons are not intepreted the right way. I think
 about two solutions:
 1. Use tessellation code to get correct splitting
 2. Do the 1-to-1 mapping of primitives
 
 Am I right ?
 Other ideas?
 Anyone having time for this?
 
 Thanks folks!
 
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
Waht you could do is leave all the triangles and quads in one PrimitiveSet
(like it is already), but put each polygon with =5 vertices in it's own
PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry
which should tesselate the polygons automagically.

On 5 July 2010 13:49, Sukender suky0...@free.fr wrote:

 Hi Michael,

 Yes, sorry about OpenGL interpretation of polygons, I forgot that.

 Well actually, I guess the reader has to handle most (all?) cases. So I
 suggest to have something like:
 - If number of points = 4, use current code.
 - Else call GLU tesselation.

 Do you agree?
 The problem I have is that osgUtil::Tessellator is intended to operate on
 osg's structures. Any idea on how to make it work easily in the reader
 plugin?

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/

 - Michael Platings mplati...@gmail.com a écrit :

  No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
  render concave polygons correctly (in practice GL_POLYGON is the same
  as GL_TRIANGLE_FAN).
  Tesselation is possible via GLU but very slow so we need to be careful
  about how we use that. Most models I've come across have many
  triangles and quads but few polygons =5 vertices. If we apply
  triangulation to those few polygons then most models will be
  unaffected. For quads I imagine it would be possible to write some
  fast specialised code to see if they should be split across vertices
  (0,2) or (1,3) so that loading times remain bearable.
  However, if your content provider could just produce models that are
  already suitable for real-time rendering that would be best ;)
 
 
  On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
  Hi all,
 
  The FBX reader seems to interpret FBX polygons as triangles. Well I
  guess this should not be, as 1-to-1 mapping of primitives is possible
  (as far as I know), but this is not really an issue. What is an issue
  is that concave polygons are not intepreted the right way. I think
  about two solutions:
  1. Use tessellation code to get correct splitting
  2. Do the 1-to-1 mapping of primitives
 
  Am I right ?
  Other ideas?
  Anyone having time for this?
 
  Thanks folks!
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Sukender
OK. If you got time for this before I do... :)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Michael Platings mplati...@gmail.com a écrit :

 Waht you could do is leave all the triangles and quads in one
 PrimitiveSet (like it is already), but put each polygon with =5
 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
 Tesselator on the Geometry which should tesselate the polygons
 automagically.
 
 
 On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
 
 
 Hi Michael,
 
 Yes, sorry about OpenGL interpretation of polygons, I forgot that.
 
 Well actually, I guess the reader has to handle most (all?) cases. So
 I suggest to have something like:
 - If number of points = 4, use current code.
 - Else call GLU tesselation.
 
 Do you agree?
 The problem I have is that osgUtil::Tessellator is intended to operate
 on osg's structures. Any idea on how to make it work easily in the
 reader plugin?
 
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Michael Platings  mplati...@gmail.com  a écrit :
 
 
 
 
  No, 1 to 1 mapping of primitives isn't possible because OpenGL
 doesn't
  render concave polygons correctly (in practice GL_POLYGON is the
 same
  as GL_TRIANGLE_FAN).
  Tesselation is possible via GLU but very slow so we need to be
 careful
  about how we use that. Most models I've come across have many
  triangles and quads but few polygons =5 vertices. If we apply
  triangulation to those few polygons then most models will be
  unaffected. For quads I imagine it would be possible to write some
  fast specialised code to see if they should be split across vertices
  (0,2) or (1,3) so that loading times remain bearable.
  However, if your content provider could just produce models that are
  already suitable for real-time rendering that would be best ;)
 
 
  On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
  Hi all,
 
  The FBX reader seems to interpret FBX polygons as triangles. Well I
  guess this should not be, as 1-to-1 mapping of primitives is
 possible
  (as far as I know), but this is not really an issue. What is an
 issue
  is that concave polygons are not intepreted the right way. I think
  about two solutions:
  1. Use tessellation code to get correct splitting
  2. Do the 1-to-1 mapping of primitives
 
  Am I right ?
  Other ideas?
  Anyone having time for this?
 
  Thanks folks!
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
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