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

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http://forum.openscenegraph.org/viewtopic.php?p=22268#22268





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