Thanks for the advice, much obliged.
Jason Daly wrote: > On 03/06/2012 11:58 AM, Ethan Fahy wrote: > > > Thanks for the info guys. I'll have to think about the best way forward a > > bit. I'm still hesitant to add generic vertex attributes just because it > > seems like it would add to a given node's memory usage and since I don't > > use the node's color values for anything other than lookup table purposes I > > might as well store stuff in those colors since everything I draw is going > > to have to have memory allocated for colors no matter what. I would also > > like to think that the code I'm writing will always be used on newer > > GeForce cards, I don't think that I can know that for certain as it would > > ultimately be distributed to some not-so-powerful computers to run on. > > > > I understand your hesitance. Most of the tutorials are written with the > more traditional vertex attributes, and when you're just starting out, > it can be simpler to think in those terms. If it works for you, then by > all means, go with it. > > As you continue to learn, though, I'd just encourage you to keep in mind > that modern cards don't have any distinction between different kinds of > vertex attributes anymore. Every attribute, whether it's labeled > "normals", "colors", "texture coordinates", or whatever, is simply a > per-vertex value that is used by the vertex shader (there's always a > vertex shader running under the hood, even if you don't specify your own). > > --"J" > > _______________________________________________ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------ > Post generated by Mail2Forum |-) |-) ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46086#46086 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org