Hello everyone,

I am loading and displaying a tetrahedral mesh consisting of a list of verticies and a list of tetrahedrons denoted by four indices of vertices. I load these into a triangles primitive set as four triangles, one for each of the faces of the tetra. My first question is, is this method of representing a mesh inefficient? There are two GL_TRIANGLEs for each of the interior triangles. The performance seems to be fine. I have looked into libraries like VCG and OpenMesh, but chose not to use them as I will need to only display and select from the mesh, and no manipulation is needed. Also, I could not figure out how to represent a VCG or OpenMesh mesh in a osg::Geometry. One way to view the mesh in my application is as a solid. My second question is how can I prevent this sort of effect from occurring (see attached, or http://i.imgur.com/1t4xWy9.png)? I use a SmoothingVisitor to set normals (and shading mode is set to flat), and since they are set per vertex the normals do not point directly outwards. I've read around the mailing list and it seems using BIND_PER_PRIMITIVE normal binding is deprecated and slow. It was also mentioned to duplicate vertex entries and set different normals like that, but I don't see how this would work on a mesh that is being imported and built on the fly.

Thank you,
Radu
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