From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 02, 2011 4:49 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] intersection with quad
] intersection with quad mesh: only 3
verticesreturned
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 02, 2011 4:49 PM
To: osg-users@lists.openscenegraph.org
] On Behalf Of Torben
Dannhauer
Sent: Tuesday, August 02, 2011 1:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned
Hi S2LR,
I thought QUAD is a OpenGL primitive. Your statement make sence to me.
But then OSG hides the substitution
On 8/2/2011 2:49 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
It is true that QUAD is an OpenGL primitive but the GL driver
tessellates it into two triangles underneath the hood.
As for how OSG handles quads relative to intersections, it is my
understanding that the intersector
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