Hi J.P. Thank you for taking the time in helping me. i have two questions regarding your recommendations.
> I think most people would nowadays advise to just > specify normals per vertex and not try to use normals per face (slow > path). - does this mean: if a normals-indexarray hasn't the same amount of entries like the vertex-indexarray (like in the case i'm planning to do) the rendering will be done with glBegin/glEnd calls instead of the faster alternatives (displaylists, indexed arrays, etc.) - i have never heard the phrase "slow path", but this does not sounds good ;-) does this mean the consequences mentioned above? > > E.g. > primitive 1 = vertex_array_shared + normal_array1 + drawelements > primitive 2 = vertex_array_shared + normal_array2 + drawelements > i' m a opengl/osg beginner, so i hope i got you right - you mean that instead of defining one primitive (triangle_strip, drawElements) that defines a roof-geometry, i define several primitives (triangle_strip, drawElements) with same vertices and indices, but different assigned normalarrays) for the same roof-geometry. (there would still be a need of normals array 3, for the normals of vertex 4 and 5, pointing north) this will result in two exact overlying, seperate triangle_strips so no difference will be noticed, [Image: http://www.spatiality.at/osg/roof.jpg ] but wouldn't their faces z-fighting? Best regards, christian sam ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11814#11814 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org