Hi, all: I searched the former discussion, and I got that it's better to bind attribute per vertex but per primitive, because bind attribute per primitive will force the geometry not to use fast path (though I don't know what a fast path is), When dealing with Triangle strip, how to transform attribute per primitive to the GLSL shader?
Because I want every triangle in the triangle strip to have different color I specified but not the color bilinear interpolated from the three vertices. Which on should I choose, bind attribute per vertex or And BTW, how to access the attribute in GLSL by some name like I do with osg::Uniform, because I have some other attribute beside color to be transformed to the shader and also an attribute per primitive which shouldn't be interpolated? Thanks in advance. 3rd Floor, First Teaching building, CAD&CG state key lab, Zhejiang University, Hangzhou, China TEL: 86-571-87953465 MOBILE: 86-13588493677 EMAIL: <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED] MSN: <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
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