Hi Robert,
> I think perhaps we are trying to be too clever here, mixing different > OpenGL features into a single property. Given Mode directly matches > to OpenGL enums I don't think it consistent to then have it map to our > own mapping as well, it should be either not mapped at all, or all > 1:1. You're right. Mixing concepts/feature is often a bad idea. But there was another idea here : giving ability to CPU algorithms to parse primitives properly. So perhaps a good place for patch size parameter is in the osg::PrimitiveSet class, but using a dedicated member ? This way it will be still possible to execute properly algorithms such as "normal smoother" optimizer or user-defined algorithms. Of course an intersector will never properly on GL_PATCH (due to primitive creation / displacement on GPU side) but it's really usefull to be able to properly parse data. The use of a StateAttribute for GL_PATCH_SIZE will make this work much harder. Thank you! Cheers, Aurelien ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54533#54533 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
