Added handling of short (<=4 points) polygons as tri fans and the rest

as polygons which are tesselated, to improve load and build time, yet
still resselating the large polygons that need it.
This commit is contained in:
Robert Osfield 2004-08-27 08:03:26 +00:00
parent b50f0db0a9
commit 5d8d05970e

View File

@ -268,10 +268,16 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
}
// #define USE_DRAWARRAYLENGTHS
if (numPolygonElements>0)
{
unsigned int startPos = vertices->size();
osg::DrawArrayLengths* drawArrayLengths = new osg::DrawArrayLengths(GL_POLYGON,startPos);
#ifdef USE_DRAWARRAYLENGTHS
osg::DrawArrayLengths* drawArrayLengths = new osg::DrawArrayLengths(GL_POLYGON,startPos);
geometry->addPrimitiveSet(drawArrayLengths);
#endif
for(itr=elementList.begin();
itr!=elementList.end();
@ -280,7 +286,24 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
obj::Element& element = *(*itr);
if (element.dataType==obj::Element::POLYGON)
{
drawArrayLengths->push_back(element.vertexIndices.size());
#ifdef USE_DRAWARRAYLENGTHS
drawArrayLengths->push_back(element.vertexIndices.size());
#else
if (element.vertexIndices.size()>4)
{
osg::DrawArrays* drawArrays = new osg::DrawArrays(GL_POLYGON,startPos,element.vertexIndices.size());
startPos += element.vertexIndices.size();
geometry->addPrimitiveSet(drawArrays);
}
else
{
osg::DrawArrays* drawArrays = new osg::DrawArrays(GL_TRIANGLE_FAN,startPos,element.vertexIndices.size());
startPos += element.vertexIndices.size();
geometry->addPrimitiveSet(drawArrays);
}
#endif
if (model.needReverse(element))
{
@ -341,7 +364,6 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
}
}
geometry->addPrimitiveSet(drawArrayLengths);
}
@ -375,13 +397,16 @@ osg::Node* ReaderWriterOBJ::convertModelToSceneGraph(obj::Model& model)
osg::StateSet* stateset = materialToSetSetMap[es.materialName].get();
geometry->setStateSet(stateset);
// tesseleate any large polygons
osgUtil::Tesselator tesselator;
tesselator.retesselatePolygons(*geometry);
// osgUtil::Tesselator tesselator;
// tesselator.retesselatePolygons(*geometry);
// tri strip polygons to improve graphics peformance
osgUtil::TriStripVisitor tsv;
tsv.stripify(*geometry);
// if no normals present add them.
if (!geometry->getNormalArray() || geometry->getNormalArray()->getNumElements()==0)
{
osgUtil::SmoothingVisitor tsv;