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. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26586#26586 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

