Re: [osg-users] intersection with quad mesh: only 3 vertices returned

2011-08-06 Thread Torben Dannhauer
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 -

[osg-users] intersection with quad mesh: only 3 vertices returned

2011-08-02 Thread Torben Dannhauer
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

Re: [osg-users] intersection with quad mesh: only 3 vertices returned

2011-08-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
@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

Re: [osg-users] intersection with quad mesh: only 3 vertices returned

2011-08-02 Thread Torben Dannhauer
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