Jason Daly wrote: > The advice about breaking up large geodes is still applicable. If you're > talking about hundreds of thousands of vertices, it's probably best to > represent those as multiple geodes (and group them spatially, if possible).
The problem with multiple geodes is that I need to create a surface over all the points. So I need a single vertexarray to index the triangles into. I could split it into geodes but I would need to create boundaries around each patch so the mesh meets. Martin ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22268#22268 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

