Hi Robert & all,

I also got a problem with BIND_PER_PRIMITIVE (yes, I know I should not use it! 
;) ). When having TRIANGLE_STRIP, with normals per primitive, I got one normal 
per triangle strip, whereas OpenGL seem to say I should have one normal per 
triangle. Am I wrong?

The geometry looks like :

  Geometry {
    // blah blah blah...
    PrimitiveSets 3
    {
      DrawArrays TRIANGLE_STRIP 0 219
      DrawArrays TRIANGLE_STRIP 219 19
      DrawArrays TRIANGLE_STRIP 238 15
    }
    VertexArray Vec3Array 253
    {
      blah blah blah...
    }
    NormalBinding PER_PRIMITIVE
    NormalArray UniqueID Vec3Array_1 Vec3Array 247
    {
      0 0 1
      0 1 0
      1 0 1
      ... and all other normals, which are not used at all.
    }
  }

In this case the first "DrawArrays" uses normal 0, the second uses normal 1...

I looked into ArrayDispatchers, but I was unable to find something usefult to 
me.
Help, please?
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Robert Osfield" <[email protected]> a écrit :

> Hi Don,
> 
> On Tue, Sep 21, 2010 at 12:13 AM, Don Leich <[email protected]> wrote:
> > I confirmed that the bug persists in today's SVN trunk.  In the
> example
> > already supplied the overall color is not applied when normals are
> > given as BIND_PER_PRIMITIVE.
> 
> I've just tested svn/trunk and 2.9.3 and can confirm that there is
> different behaviour.
> 
> I've also isolated the two geometries that use BIND_PER_PRIMITIVE and
> they just use this binding for normals, but have no colour array
> assigned at all.  So... they will be inheriting their colour from
> other geometries in a completely undefined way.
> 
> This to me doesn't look like a bug at all, but an issue with a
> under-defined scene graph, and just by luck it's worked before.
> Please assign colours to all the geometries that need it and then
> re-test.
> 
> Robert.
> _______________________________________________
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> [email protected]
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