Am Mittwoch, 24. November 2010, 15:31:48 schrieb Tim Moore: > On Wed, Nov 24, 2010 at 2:52 PM, Werner Modenbach < >
> > You can calculate the binormal from the normal and tangent vector in a > shader, for some savings. OK, I'll think about it. > > > Each yarn ist defined by a polygon along its center with about 800 > > nodes. > > > > On each node I have an irregularly formed ring of about 10 nodes defining > > the form of the surface. This is necessary because of benting and stretch > > deformation. > > > > So per ring I need about 20 triangles having 60 vertices. > > I'm not completely clear whether you are building a mesh or not, but if you > are, you need 20 distinct vertices to build the ring. If adjacent rings > share vertices, then you need only approx 800 * 10 = 8000 vertices for one > strand of yarn. You can build the mesh with indexes and the DrawElement > primitive set type. I was told using indexes is leaving fast path rendering. Isn't that the case? I would be very, very lucky!!! - Werner - _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

