I'm trying to adapt my own code to use some of the stuff from the osgtesselate 
example.  I am drawing a cube using a primitiveSetList putting the indices of 
the 8 vertices osg::DrawElementsUInt(osg::PrimitiveSet::QUADS,0) instances, 
then pushing them onto the PrimitiveSetList.  

The way the code in the tesselation example works is using DrawArrays and 
adding them to Geometry instance directly.  It appears that every index in 
each PrimitiveSet corresponds to a unique vertex which is not shared by any 
other primitive.  For the example of my cube, that means I would need 24 
vertices instead of 8.  Is this what I need to do in order to get the 
tesselation to work?

Please tell me if I am understanding the correctly.  The technique of adding 
PrimitiveSet instances to the Geometry instance creates a contiguous list of 
vertices with a corresponding list of instructions telling what the specific 
vertices are for.  In contrast, using the PrimitiveSetList approach allows me 
to reuse vertices through indexing.

Are these approaches mutually incompatible?


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