Hi all,

Yeeek... think I'm gonna BIND_PER_VERTEX+GL_FLAT finally! ;p
Joking apart, I agree with the fact it's deprecated and should just stick with 
OSG 2.8 bahaviour.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Jason Daly" <[email protected]> a écrit :

> On 01/10/2011 11:26 AM, Robert Osfield wrote:
> > Hi Guys,
> >
> > For reference on this discussion, non of BIND_PER_PRIMITIVE or the
> > proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES,
> > the old BIND_PER_PRIMITIVE is very much deprecated and only kept
> > around for backwards compatibility.
> >
> > Given even BIND_PER_PRIMTIIVE is deprecated there is absolutely no
> way
> > I'm about to merge another enum and implementation that is not
> > supported by OpenGL and forces the OSG to use slow paths and will
> > forever have been screaming on the list "DO NOT USE THIS FEATURE"
> as
> > your performance will be crap....
> >
> > Perhaps I should just remove BIND_PER_PRIMITIVE and vertex indices
> and
> > provide automatic conversion for all crappy osg::Geometry?  This is
> > certainly something I'm planning to do for OSG-3.2 as the current
> > situation is if a feature is there it will be used and abused.
> >
> > For OSG-3.0 the only change we should make for the
> BIND_PER_PRIMITIVE
> > implementation is to make sure it's consistent with 2.8.x as it's
> sole
> > purpose is for backwards compatibility to allows users to easily
> > migrate to 3.x.
> 
> I guess that's the end of the academic discussion  ;-)
> 
> I'm 100% behind this idea.  It's always possible to get whatever
> binding 
> behavior you want by manipulating the vertex arrays to provide 
> per-vertex data.  The only real reason to have the other bindings
> these 
> days is for convenience.
> 
> --"J"
> 
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