First: In your example the coordinates are stored in an array of Vec3, but in 
the other code you posted, the oPoints is an array of float so there seems to 
be a bit of a contradiction there....?

Anyway you have indexed vertices obviously, but you can also use non-indexed 
vertices. In that case you just specify the vertices for each triangle 
separately. 

When I started working on my project I heard or read that this is better, 
because it can be handled faster by modern graphics card (something about the 
card not being able to use the fasted render path when indices are used), and 
the extra memory it takes is less important because modern graphics cards have 
plenty of memory. 

But I can't find a solid source on that now so I'm really starting to doubt if 
this is (still) true...

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60460#60460





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