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"
> 
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