Yes, Jason. This is why I proposed to have a BIND_PER_ELEMENT, which would do "per triangle/quad" (since OpenGL says a strip is a primitive). Thoughts?
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Jason Daly" <[email protected]> a écrit : > On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote: > > Hi, Sukender, > > > > I think we fully agree both on whats a 'Primitive' and binding > > interpretations. > > > I don't think we agree at all... > > man glBegin > > NAME > glBegin, glEnd - delimit the vertices of a primitive or a > group > of like > primitives > > C SPECIFICATION > void glBegin( GLenum mode ) > > PARAMETERS > mode Specifies the primitive or primitives that will be > created from > vertices presented between glBegin and the subsequent > glEnd. Ten > symbolic constants are accepted: GL_POINTS, > > GL_LINES, > GL_LINE_STRIP, GL_LINE_LOOP, GL_TRIANGLES, > GL_TRIANGLE_STRIP, > GL_TRIANGLE_FAN, GL_QUADS, GL_QUAD_STRIP, and > GL_POLYGON. > > > glDrawArrays also refers to the "mode" parameter as specifying "what > kind of primitives to render." From what I've read (I just went and > did > a cursory check), the OpenGL spec agrees with what the man pages. > > I really don't think we should be redefining what a primitive is, we > should stick with OpenGL's terms. > > --"J" > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

