<div dir="ltr"><div>HI Sam,</div><div><br></div><div>Have a look at the osggeometry example as this illustrates how to set up geometry data, which includes triangles. For the traingle mesh what you'll likely want to do is use an osg::DrawElementUShort(GL_TRIANGLES) and then add you triangle indices to this.</div><div><br></div><div>Robert.<br></div><br><div class="gmail_quote"><div dir="ltr">On Wed, 13 Jun 2018 at 22:51, sam <<a href="mailto:brkopac@gmail.com">brkopac@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div>Hi All,</div><div><br></div><div>I am working on reverse engineering a mesh format. I've managed to successfully get the mesh to draw and texture. I'm now working on visualizing the walkable data that is against the mesh. I think I've dissected the section of the format that stores that information and it looks like such:</div><div><br></div><div><div><img src="cid:ii_jidnf0kb0" alt="image.png" style="margin-right:0px" width="367" height="479"></div><div><br></div><div>The actual mesh itself is made out of vertex and indexs. However, this section for each walkable triangle seems to not share any vertices.</div><div><br></div><div>My question is, what is the best way to visualize this data in OSG? I'd like to be able to toggle them on and off when the entire map is rendered to view the flags. Solid colored triangles would be preferable.</div><div><br></div><div>Thanks, Sam<br></div><br></div></div>
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