HI Steven, Do you have sufficient data to do this?
As a general note, using BIND_PER_PRIMITIVE drops the OSG down to using OpenGL glBegin/glEnd slows paths, which is very inefficient compared to using vertex arrays. I would strongly recommend not using slow paths. In future rev's of the OSG I'll be removing the slow paths from osg::Geometry, and moving these out into their own class which will be just kept around for backwards compatibility for legacy apps. It's worth noting that OpenGL 3.0 does not support glBegin/glEnd. Robert. On Fri, Feb 20, 2009 at 12:48 PM, Steven Saunderson <[email protected]> wrote: > Is BIND_PER_PRIMITIVE allowed when using a DrawArrays (GL_QUADS) primitive ? > I've found that if I do this and save the scene as an .osg file it will crash > osgviewer. If I save the scene as an .ive file then there is no problem. > > I chose BIND_PER_PRIMITIVE here because it seems sufficient and avoids > duplication of identical normals. > > Thanks, > > ------------------------ > -- Steven Saunderson > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=7104#7104 > > > > > > _______________________________________________ > 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

