Hi Eric,

Like Paul and John I'd suggest consider using a vertex program to
combine separate vertex attribute arrays into a single vec3 and then
do the transform.

There are downsides to this though, it does mean that things like CPU
intersection testing won't have the data in a good form.  Potentially
you could write your own osg::Drawable that  does a CPU combining of
the array data on demand via a using
Drawable::accept(PrimitiveFunctor&) method.  Thinking about this is
probably how I'd tackle it, have a complete fresh custom drawable
entirely dedicated to this custom task.

Robert.

On 11/28/06, E. Wing <[EMAIL PROTECTED]> wrote:
I'm using osg as a plotting system to plot data points to the screen
quickly. I have been putting osg::Vec3 points in osg::Vec3Arrays and
using osg::Geometry to draw points, lines, etc.

The code I'm integrating with likes to keep data on each axis
separate. Specifically, X and Y data points are kept in separate C
arrays. Currently, I do my own data copies to combine the X-Y points
(and add a fake Z) to build up a Vec3Array. This is not exactly the
speediest thing, so I'm wondering if there is something in OpenGL or
OSG that lets me keep separate arrays for each axis.

To further impact things, it is possible that I might have to do a
non-linear transform on just one axis (e.g. turn the X-axis to log10
scale). I have been throwing away my original axis only copy of the
data to save memory (though maybe I shouldn't). So I would have to
loop through my Vec3Array and transform just the x components. There
are low-level APIs available to me that do fast math operations, but I
don't thnk they work on interleaved data structures like this (assume
a primitive array of data).

I'm wondering if anybody has any thoughts/recommendations on how I
might better approach this?

Thanks,
Eric
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