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