Hi,
Jean-Sébastien Guay wrote:
Hi Christian,
my geometry has 9 vertices - i thought if i use a drawElement index
with index swaps to revist a vertex, this would give me the
opportunity to use more than one normal per vertex (there are reasons
why i need this ;-). i now think the truth is,
Hi,
i wanna thank the two posters for clarifying which different approaches are
possible for this issue, because problems like that weren't covered in the
basic opengl books i have read.
Cheers,
Christian
--
Read this topic online here:
Hi JP,
and make two primitives.
By two primitives, do you mean two osg::Geometry objects sharing the
same vertex array? (as opposed to two PrimitiveSets in the same
osg::Geometry, which is what he was trying to do...) Yes, that's true
and clever, I hadn't thought of that.
Thanks for your
Hi J-S,
Jean-Sébastien Guay wrote:
Hi JP,
and make two primitives.
By two primitives, do you mean two osg::Geometry objects sharing the
same vertex array? (as opposed to two PrimitiveSets in the same
osg::Geometry, which is what he was trying to do...) Yes, that's true
and clever, I
Hi JP,
Sorry, primitives is a bit vague. I normally make separate (sometimes
to set e.g. renderbin number on each) osg::Geometry, each with single
addPrimitiveSet. I have not tried multiple addPrimitiveSet on single
geometry, but think/hope it should also be OK and share the vertex array.
Hi,
i need a little help with some lighting issues. the geometry, a roof, consists
of a drawable with one primitive (DrawElement TRIANGLES) and associated normal
vectors per vertex. the problem is, the resulting shading of the rendering is
not what i have expected.
[Image:
Hi,
okay, i think i figured out that the odd shading is only a result of my
missunderstanding of the normals BIND_PER_VERTEX concept.
my geometry has 9 vertices - i thought if i use a drawElement index with index
swaps to revist a vertex, this would give me the opportunity to use more than
Hi Christian,
my geometry has 9 vertices - i thought if i use a drawElement index with index
swaps to revist a vertex, this would give me the opportunity to use more than
one normal per vertex (there are reasons why i need this ;-). i now think the
truth is, only real vertices in the
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