I have volume data, and I have a simple marching cubes algorithm that creates an isosurface at any isolevel I pick. What's returned from the algorithm is an array with the x,y,z's (of the triangle vertices) that construct my isosurface.
My question(s) are the the following: What are the best classes/methods in OSG to create an optimized mesh from a raw vertex list? And after that, what are my options for triangle stripping/vertex normals/ etc? Thanks, Jeremy ____________________________________________________________________________________ Food fight? Enjoy some healthy debate in the Yahoo! Answers Food & Drink Q&A. http://answers.yahoo.com/dir/?link=list&sid=396545367 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
