Hi Dirk,

Scrive Dirk Reiners <[EMAIL PROTECTED]>:

>
>       Hi Toni,
>
> Antonio Bleile wrote:
> > Hi,
> >
> > I can't find documentation about how normals are
> > indexed/referenced in OpenSG. I'd like to know
> > how I can specify per vertex normals and
> > per face normals!
> >
> > I use something like this to create a mesh:
> >
> >   osg::beginEditCP(n_geom_core);
> >         n_geom_core->setTypes    (type); // GL_TRIANGLES
> >         n_geom_core->setLengths  (lens);
> >         n_geom_core->setIndices  (indices);
> >         n_geom_core->setPositions(pnts);
> >         n_geom_core->setMaterial(cmat);
> >         n_geom_core->setNormals(norms); // per vertex?
> >   osg::endEditCP(n_geom_core);
>
> OpenSG doesn't really have face normals, or any face-based attributes for
> that
> matter. Which is partially because of the unclear definition of what a face
> is
> in connected primitives like strips and fans, and partially because OpenGL
> doesn't have them, which means to support them you have to either do copy
> magic
> or fall back to immediate mode and drop performance. So by default all
> attributes, including normals, are vertex-based.
>
> To do face normals you have to use multi-indexed geometry (which is immediate
> mode and slow anyway), and have the same normal index for all three vertices.
> calcFaceNormals does that for you, is you really need them.
>
> A simpler workaround is to use flat shading on the pieces that you want flat.
> That won't work well with shaders, but for normal OpenGL stuff it should work
> just fine.

Hi,

said this, I wonder how you import an IndexedFaceSet vrml node
when normalPerVertex is FALSE, do you clone the vertices associated
to each face?

See:
http://www.cs.vu.nl/~eliens/documents/vrml/reference/CH3.HTM#IndexedFaceSet


Regards,

  Toni

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