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.

 

 

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