Hi John -- I think normals with BIND_PER_PRIMITIVE on a N-triangle strip would mean you have N-2 normals. As we discussed previously, you'll use the OpenGL slow path (albeit stored in a display list) so the effective OpenGL calls would be: glVertex3f glVertex3f glNormal3f // normal for first triangle glVertex3f glNormal3f // normal for second triangle glVertex3f glNormal3f // normal for third triangle glVertex3f ...etc... This should result in a typical faceted appearance (with glShadeModel set to GL_FLAT). However, if you want smooth shading, you'll want to use BIND_PER_VERTEX of course. Which brings us to the next topic... I'm not sure why you are having problems with BIND_PER_VERTEX in a tri strip. It works just like BIND_PER_VERTEX with any other primitive type. Perhaps you could provide more information about the problem you're encountering. You say it "works OK if the faces aren't radically different" but I'm not sure why you'd use BIND_PER_VERTEX if you were not trying to get a smooth-shaded result. What type of surface are you trying to render, anyway? Do you encounter the same issue in a vanilla OpenGL app? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com <http://www.skew-matrix.com/> +1 303 859 9466
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Wednesday, October 08, 2008 12:34 PM To: [EMAIL PROTECTED] Subject: [osg-users] Normal bindings and triangle strips Greetings All, Is it possible to define a normal for every triangle without using primitive type TRIANGLES? For instance, if I am using TRIANGLE_STRIP, what is the effect of setting normals with BIND_PER_PRIMITIVE? And why does BIND_PER_VERTEX seem so wrong on a triangle strip? If the triangle strip faces are not radically different I guess it works ok. But it seems impossible to declare normal vectors precisely when using triangle strips. Am I missing something obvious? Thanks, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems [EMAIL PROTECTED]
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