Hi John, You'll need to duplicate your vertices to be able to have different tex coordinates as osg::Geometry only support per vertex bindings for tex coordinates.
For performance it's a false economy to vertex indices or per primitive bindings as they drop the OSG down on to OpenGL slow paths. Use overall, per primitive set or per vertex bindings for best performance. The only slow paths should also be considered deprecated as neither OpenGL ES no OpenGL 3.x support this only slow paths. Robert. On Thu, Nov 20, 2008 at 8:22 PM, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote: > Gentlemen, > > Is there a way to force vertex B to have a different texture coordinate in > each of triangle ABC and triangle BCD? > > Texture coordinate indices? I don't understand how those are applied. If the > binding is per_primitive, will each of my triangles be textured by a single > pixel? > > > John Argentieri > Software Engineer > GENERAL DYNAMICS > C4 Systems > [EMAIL PROTECTED] > > "This email message is for the sole use of the intended recipient(s) and may > contain GDC4S confidential or privileged information. Any unauthorized > review, use, disclosure or distribution is prohibited. If you are not an > intended recipient, please contact the sender by reply email and destroy all > copies of the original message." > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

