you can make it with redundant data, and give a try to osgUtil::Optimizer with INDEX_MESH | VERTEX_PRETRANSFORM | VERTEX_POSTTRANSFORM, it will index vertices and remove excess redundancies. But in general case you still need 3 sets of texture coordinates for each vertex of cube, but this depends on actual texture layout, you can get done with fewer in some specific texture mappings (f.e. if you mirroring adjacent faces). Other way is to use separate indexing for vertices and texture coordinates, but this is deprecated and slow as hell.
14.02.2013, 13:49, "Sajjadul Islam" <[email protected]>: > Thanks for the hint! > > I think i gave you the impression that i am converting the existing opengl > application to a osg version. It is partially right. More important is to > understand if it is really efficient the way of duplication of the vertices > here. > > There are quite many redundancies here, any other more efficient way ? > > Cheers, > Sajjadul > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=52669#52669 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

