Am 29.10.2012 15:38, schrieb Geoffroy Rivet-Sabourin:
Is this method is efficient ( computation time ) or is it a better avenue to 
use a GLSL frag and vertex shader
What do you mean? It might be as well a O(n) algorithm, but as long as you do not try if it is suitable for you, you should not question performance. Have you tried it? Usually you run the visitor once per loaded/created model. You cannot simply do this in the vertex shader as you don't have any information about the topology there.

I'd stick to simply try and measure it.
Another option if you are creating your geometry on your own would be to create correct normals in the first place.

cheers
Sebastian


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50861#50861





_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to