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


 
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