2010/1/8 J.P. Delport <[email protected]> > 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 > > You can use draw arrays as will. It takes a start element argument so you can index into any part of the array.
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