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

Reply via email to