Create OSG shapes as polygons instead of triangles?
Hi,
My app currently "untriangulate" the objects' meshsets to obtain one polygon for each face, but the process can take up to 2 seconds per object if the meshset is large (over 3200 triangles in this case).
My code could probably use some more optimization but I was wondering if there were a way to directly get the objects as polygonal faces instead of triangles.
I know I can render the edges instead, but I assume it's not always trivial to generate the faces from them either.
Thanks for the great work!
Hi, take a look at the method computeCreaseEdgesFromMeshset(...) It is very fast, takes only milliseconds for meshes of thousands of triangles. And it can be run in parallel easily.