Tim Moore wrote:
> You could subclass Geometry ( I presume that's what you're actually using), 
> but...

Trouble is that then I have a non-osg model so I need custom load/save etc


> I presume you mean that the common vertex array(s) is shared among several 
> Geometry objects, which are the children of Geodes? 

Also shared between several geodes (all under a group object) because I need to 
use the nodemask and this is only supported at geode level


> If you have one big shared vertex array, then you can look at the 
> PrimitiveSet objects in the containing Geometry in order to get the mapping 
> from primitive index to actual index in the vertex array. 


Yes but I can't easily find all the vertices used by part A if it's drawable is 
say triangles, without doing a visitor on all the triangles and building a list.

If I kept the vertex array in part order (so all A's points were first, then B 
etc) I would just need to know the range of vertices used by A - but you can't 
easily find this for any primitive except a drawarrya.  
I can only find the number of entries in the primitive set - which if it isn't 
simply points doesn't easily relate to the number of vertices.

What I need is a quick way of knowing the first and last vertices for each part 
in the vertexarray.

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http://forum.openscenegraph.org/viewtopic.php?p=26586#26586





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