Hi Sukender,

About sources, I do not have (yet) an "official" source, but only a large bunch 
of forums/discussions saying the same thing. I'd like to find a more reliable source of 
info before starting.
And of course I can do it, but unfortunately not soon (= a few days).
=>  If anyone knows about the subject, please confirm (or not) there should be 
one normal per triangle when having triangle strip (or triangle fan / quad strip) 
+ bind per primitive. Thanks.

I don't have reliable info to add, but I wonder 2 things:

First, does OpenGL interpret one primitive as one draw call (= one *PrimitiveSet*) ? If so, then that's your answer, BIND_PER_PRIMITIVE would mean one normal for the whole triangle strip.

Second, if BIND_PER_PRIMITIVE for a triangle strip could give you a normal for each triangle, how would OpenGL manage the 2 shared vertices between 2 triangles of the strip? I always thought in the case of triangles, one normal per primitive meant using the same normal for all 3 vertices of the triangle, but in the case of a triangle strip, the same vertex is part of 2 triangles, so which triangle's normal will be used? I guess the answer to the first question will answer the second too and will show me if my comprehension of this was totally wrong... :-)

Might be interesting to do this in a pure OpenGL app.

J-S
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______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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