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]
>
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