Ok another embarrassingly newbie question.
I have a scene with a large number of points, I want to interactively delete
some points.
It's too time consuming to go through the vertex array and remove the values.
So in the past in OpenGL I shuffled them with values at the end and changed the
displaylist to not draw them - this also means they can be undeleted by simply
reseting the display list, but it destroys the order.
Is it sensible/efficent to have multiple DrawArrays to cover the ranges of
valid points?
So instead of
Code:
PrimitiveSets 1
{
DrawArrays POINTS 0 30000
}
If I deleted points 10 100 and 1000 I would have
Code:
{
DrawArrays POINTS 0 9
DrawArrays POINTS 11 99
DrawArrays POINTS 101 9999
.... etc...
}
Then I could simply put in the deleted indexes/ranges in an unused primitive
set to restore them.
Martin
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=22248#22248
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