Hi all, I know this is slightly off-topic, but if some of you have 5 minutes to waste, please read on :) I just take the occasion to ask a question regarding Robert's latest comment:
> So if you want fast paths absolutely never ever ever used vertex > indices. Vertex indices are there in the OSG purely for backwards > compatibility and are not something I'd recommend usage today. Acknowledged. Now, what is the preferred way to render triangle strip-based geometries where all strips are parallel and share an edge ? Should we duplicate all common vertices ? e.g. I have a 1080 * 31 patch, rendered as 30 tri strips (basically, it's a 3D plot). I use indexed rendering so I have 33480 vertices. Now if I want to switch to "fast-path", does it mean I'm going to need 2*1080*30 = 64800 vertices ? Given the amount of info for each vertex (color, texcoords, ...) this seems a pretty big memory impact to me (and if the T&L has to be performed again, it can also be a slowdown, can't it ?). I am no cutting-edge 3D expert so please forgive my ignorance. Happy new year to everyone, Thibault _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org