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
>
>
>
>
>
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