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

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

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

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

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 -

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

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 -

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

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

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

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,

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