Re: [Maya2osg-users] Triangle winding question (maya usage)
Status: Alpha
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From: Jean-Sébastien G. <jea...@cm...> - 2011-10-14 21:06:01
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Hi Peter, I have to see how the modeler got the result I see exactly... :-) > But to be honest I don't think that the winding is your problem here, > see above, but of course I will consider it and look into it. I'll try to get a simple model that exhibits the problems I see. > In some article ( don't know which one, sorry ) I read once that there > is an optimazation in osg that reorders the vertices of a triangle list, > so that vertices of adjecent triangles are as close as possible in the > vertex arrays, to optimize GPU vertex caching. This one should give you > as well the right winding. That would be the combination of INDEX_MESH | VERTEX_POSTTRANSFORM | VERTEX_PRETRANSFORM in the osgUtil::Optimizer. I've seen it work wonders, yes. So I may consider running the Optimizer with some flags including these on any exported file. I'll see. Thanks, J-S -- ______________________________________________________ Jean-Sébastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |