Rendering and Picking
Posted: Wed Sep 30, 2015 9:24 pm
Hello,
first of all congratulations for the CloudCompare software. I think it really outperforms Meshlab in a series of ways, has a much more clean code, and has great ideas implemented. Altough, I notice it can be somewhat slow in rendering large point clouds.
I have some simple questions that I've been trying to figure out, but after digging in so much code I just gave up, as this shall be pretty straight forward to answer:
- How is a ply file rendered? Does it use OpenGL lists (glGenList()), single points/vertices (glVertex()), or array lists?
- The reason I want to ask this is because I don't understand how CC can perform picking the old fashion way. Does it generate a name (glPushName() etc) for each vertex?
- Furthermore, how does the "Segment" function operates? Does it rely on picking? How?
Thanks very much in advance.
first of all congratulations for the CloudCompare software. I think it really outperforms Meshlab in a series of ways, has a much more clean code, and has great ideas implemented. Altough, I notice it can be somewhat slow in rendering large point clouds.
I have some simple questions that I've been trying to figure out, but after digging in so much code I just gave up, as this shall be pretty straight forward to answer:
- How is a ply file rendered? Does it use OpenGL lists (glGenList()), single points/vertices (glVertex()), or array lists?
- The reason I want to ask this is because I don't understand how CC can perform picking the old fashion way. Does it generate a name (glPushName() etc) for each vertex?
- Furthermore, how does the "Segment" function operates? Does it rely on picking? How?
Thanks very much in advance.