Re: [osg-users] Normal bindind

2015-09-15 Thread Christian Buchner
Wouldn't that imply that neighbor triangles cannot share their vertices because the normal is different for each primitive? For high resolution meshes this could create quite some overhead (memory and processing wise). Is there a more efficient way to get flat shading that would not require any

Re: [osg-users] Normal bindind

2015-09-14 Thread Robert Osfield
Hi Julie, OpenGL doesn't support bind per primitive, there is deprecated OSG pathway for BIND_PER_PRIMITIVE but it has to emulate the functionality and is very inefficient. The closest you can get to what you are after is to BIND_PER_VERTEX and then use flat shading. Robert. On 14 September

Re: [osg-users] Normal bindind

2015-09-14 Thread Julie Green
Hi Robert, Thanks for the answer. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65130#65130 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Normal bindind

2015-09-14 Thread Julie Green
Hi, I have a surface, made of triangles. Is there a way to bind surface normals per triangle, not per vertex (don't want to calculate vertex normals)? Thank you! Cheers, Julie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65128#65128