Vincent Bourdier wrote:
Just one last question ...
Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ?

It all depends on what performs well in OpenGL. Look at the implementations of these and examine what OpenGL commands they issue.

There's no way to implement BIND_PER_PRIMITIVE in OpenGL without using glBegin/glEnd, which is widely recognized as OpenGL's oldest and least efficient mechanism for specifying geometric data. BIND_PER_PRIMITIVESET should perform well because there's a drawing command per PrimitiveSet.

--
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to