Hi,
Martin Beckett wrote:
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.
you can have multiple geodes that share a vertex array, but each geode
only draws part of it using drawelements.
jp
Martin
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22268#22268
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