Hi Jason & Sukender,

Hmm... Maybe we could make this even more absurd ;-) Lets consider this: if you propose to use OpenGL Primitive interpretation then N GL_TRIANGLES or N GL_QUADS in one PrimitveSet should be also rather interpreted as one Primitive. Am I right ? Shouldn't we get rid of osg::PrimitiveSet name and replace it with osg::Primitive class then ? (I am not serious ;-)

I actually like current OSG primitive semantics and OSG bindings more than GL primitive semantics. But thats just my taste, discussion on what Primitive should be seems rather unproductive to me, and I avoided using this word before. Besides, I am not native speaker so I would rather shut my mouth and don't talk more about this ....

Silent Cheers,
Wojtek Lewandowski

-----Original Message----- From: Sukender
Sent: Monday, January 10, 2011 5:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] BIND_PER_PRIMITIVE broken?

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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