[Soc-2009-dev] Reports + Midterms + Blendernation

Sebastian sebastian at opencollada.org
Sun Jun 28 21:47:55 CEST 2009


Hi Arystan,

those samples rely on a GLU implementation. You might find the sources 
of those within the reference implementation by SGI or the MESA3D libraries.

The code has not been changed during the last nine years and i have no 
experience with it.

http://oss.sgi.com/cgi-bin/cvsweb.cgi/projects/ogl-sample/main/gfx/lib/glu/libtess/
http://cgit.freedesktop.org/mesa/mesa/tree/src/glu/sgi/libtess
http://cgit.freedesktop.org/mesa/mesa/tree/src/glu/mesa

It is probably sufficient for the seldom case where COLLADA contains 
complex polygons. You probably get triangulated data most of the time... 
Use it ;)

Sebastian


Arystan Dyussenov wrote:
> Hi, Sebastian,
> 
> What do you think about this approach: 
> http://www.songho.ca/opengl/gl_tessellation.html?
> 
> It seems optimal to me. Since some parts of Blender are already using 
> GLU, it doesn't create additional dependencies.
> 
> Arystan
> 
> On Fri, Jun 26, 2009 at 10:46 PM, Sebastian <sebastian at opencollada.org 
> <mailto:sebastian at opencollada.org>> wrote:
> 
>     Chingiz,
> 
>      > Does anyone have an idea how to import polygons with more than 4
>      > vertices? Currently the importer simply ignores such polygons.
> 
>     That's a non-trivial task especially when your polygon includes holes,
>     too ;)
> 
>     http://www.vterrain.org/Implementation/Libs/triangulate.html lists some
>     of the available algorithms. Internally we are using FIST, an
>     alternative would be to figure out the corresponding parts from
>     OpenCascade.
> 
>     Sebastian
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> 
> 
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