Patrick Dähne wrote:
Hello Allen,
The key changes were to:
- Refactor the geometry data format used to not use any indexing.
Dirk tells me that multi-indexing can perform poorly and it just
makes it easier to implement...
I do not like this because:
- You loose information - the information that all vertices have the
same normals, and that many vertices share texture coordinates. This
information is not important for rendering, but it might be important
for other algorithms working on the geometry.
Do you really need this information for anything? I couldn't see
anything where it would be that useful.
- You waste memory.
True. There is a little memory wasted.
- Is multi-indexing really such a performance problem? Ok, OpenGL
vertex arrays do not support multi-indexing, and OpenSG renders multi-
indexed geometries without vertex arrays. But usually the geometry is
written into a display list, and I do not believe that multi-indexing
makes a difference when rendering display lists. But I have to admit
that I never did performance measurements.
Ok, these are not really strong arguments for multi-indexing, but I
prefer to keep multi-indexing. (It took a lot of effort to develop
that multi-index code ;-) .)
This is the main reason I converted it over to non-indexed. The code
was just so complex that it seemed like it would be difficult to extend
and to add support for adding new text to existing geom. I was also a
little concerned about the maintenance issues of having to modify code
that complex (in other words, I was scared that I would introduce bugs
that I didn't understand).
If you think multi-index is really that important, I can revisit the
code and try to create a new version that brings back multi-indexing.
-Allen
- Added a method (addToGeom) that allows text to be added to an
existing text geometry node
Good idea.
- Added color data to the geometry to allow for colored text
Ok. Adds some overhead to the geometry when you do not need the color.
Bye,
Patrick
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