Re: [osg-users] Tessellation
Glenn Waldron wrote: > Michael, > > Perhaps you could use the osgUtil::DelauneyTriangulator to triangulate your > point mesh. This will create a convex mesh. You can try to use the > Constraints to define the boundaries, and then remove the exterior triangles > afterwards. Just an idea. > Glenn Waldron / Pelican Mapping / @glennwaldron > Can you give me an example of this? I've tried DelauneyTriangulator, but I have no clue how to remove exterior triangles... Example "delauney" in osgexamples hasn't helped me. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41812#41812 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tessellation
Glenn Waldron wrote: > > I don't think it has a method to remove exterior triangles. You might have to > just test each vertex to see if it's inside the constraint boundary, and if > not then remove it from the triangulated mesh. > And what about edges outside the boundary? Using your method, I will receive a convex surface, while the convent is necessary to me. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41828#41828 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tessellation
Glenn Waldron wrote: > > Yes, that is what I'm saying, you will have to remove those extraneous > triangles from the convex mesh by hand. > DelauneyTriangulator returns to me triangles as a pointer to DrawElementsUInt. How can I remove unnecessary triangles from it? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41839#41839 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to abort rendering
Hi all! I have a problem with rendering. My application always render by demand. When I start camera rotation it render in a draft quality (for better performance), when I stop rotation it start to render in production quality. But in this case application become frozen until end of rendering. Is there any opportunity to abort production rendering if I want to rotate camera again? Or may I render production quality picture in background thread and draw it to screen only when it ready? I mean, my application never should be blocked by rendering. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42937#42937 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org