Hi Julie, OpenGL doesn't support bind per primitive, there is deprecated OSG pathway for BIND_PER_PRIMITIVE but it has to emulate the functionality and is very inefficient.
The closest you can get to what you are after is to BIND_PER_VERTEX and then use flat shading. Robert. On 14 September 2015 at 10:56, Julie Green <[email protected]> wrote: > Hi, > > I have a surface, made of triangles. Is there a way to bind surface > normals per triangle, not per vertex (don't want to calculate vertex > normals)? > > Thank you! > > Cheers, > Julie > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=65128#65128 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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