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.

-- 
http://www.ssTk.co.uk
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