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

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22248#22248





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to