Re: [osg-users] Tessellation

2011-08-03 Thread Michael Shikin

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.

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Re: [osg-users] Tessellation

2011-08-03 Thread Michael Shikin

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.

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Re: [osg-users] Tessellation

2011-08-03 Thread Michael Shikin

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?

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[osg-users] How to abort rendering

2011-09-22 Thread Michael Shikin
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

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