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 -
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