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29 changes: 15 additions & 14 deletions src/osgPlugins/ac/ac3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1050,8 +1050,8 @@ class SurfaceBin : public PrimitiveBin {
Tessellator.retessellatePolygons(*geometry);
}

// handle triangles
if (!_triangles.empty())
// handle triangles & quads
if (!_triangles.empty() || !_quads.empty())
{
osg::ref_ptr<osg::DrawElementsUInt> drawElements = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES);
for (unsigned i = 0; i < _triangles.size(); ++i)
Expand All @@ -1062,20 +1062,20 @@ class SurfaceBin : public PrimitiveBin {
drawElements->addElement(index);
}
}
geometry->addPrimitiveSet(createOptimalDrawElements(drawElements.get()));
}

// handle quads
if (!_quads.empty())
{
osg::ref_ptr<osg::DrawElementsUInt> drawElements = new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);
for (unsigned i = 0; i < _quads.size(); ++i)
{
unsigned indices[4];
for (unsigned j = 0; j < 4; ++j)
{
unsigned index = pushVertex(_quads[i].index[j], vertexArray, normalArray, texcoordArray);
drawElements->addElement(index);
}
indices[j] = pushVertex(_quads[i].index[j], vertexArray, normalArray, texcoordArray);
// Quads aren't compatible with geometry shaders
// A B C D -> A B C, A C D
drawElements->addElement(indices[0]);
drawElements->addElement(indices[1]);
drawElements->addElement(indices[2]);

drawElements->addElement(indices[0]);
drawElements->addElement(indices[2]);
drawElements->addElement(indices[3]);
}
geometry->addPrimitiveSet(createOptimalDrawElements(drawElements.get()));
}
Expand All @@ -1085,7 +1085,8 @@ class SurfaceBin : public PrimitiveBin {
{
for (unsigned i = 0; i < _polygons.size(); ++i)
{
osg::ref_ptr<osg::DrawElementsUInt> drawElements = new osg::DrawElementsUInt(osg::PrimitiveSet::POLYGON);
// Polygons aren't compatible with geometry shaders
osg::ref_ptr<osg::DrawElementsUInt> drawElements = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLE_FAN);
for (unsigned j = 0; j < _polygons[i].index.size(); ++j)
{
unsigned index = pushVertex(_polygons[i].index[j], vertexArray, normalArray, texcoordArray);
Expand Down