Hi Felix,
On 4 April 2012 20:11, Felix Nawothnig wrote:
> Well, the methods I added to osg::State do lazy updating - a
> StateAttribute would of course increase performance... but see below
> for the problems...
Lazy state updating done in osg::State is done using pointer
comparisons so is very
Hi Felix,
On 4 April 2012 20:13, Felix Nawothnig wrote:
> 2012/4/3 Robert Osfield :
>> Is there any reason why you can't just connect the tri strips together
>> using a repeated indices to create a degenerate triangle that connects
>> two strips together.
>
> Of course you can do that - it just w
2012/4/3 Robert Osfield :
> Is there any reason why you can't just connect the tri strips together
> using a repeated indices to create a degenerate triangle that connects
> two strips together.
Of course you can do that - it just wastes quite some memory for
indices, considering that automaticall
2012/4/4 Robert Osfield :
> I have a quick look up on the GL primitive restart and understand it a
> bit better now. As this feature has to be enabled/disabled using
> glEnable/glDisable it naturally would be an StateSet::setMode() rather
> than something embedded in a DrawElements. The
> glPrimi
Hi Frederic,
I have a quick look up on the GL primitive restart and understand it a
bit better now. As this feature has to be enabled/disabled using
glEnable/glDisable it naturally would be an StateSet::setMode() rather
than something embedded in a DrawElements. The
glPrimitiveRestartIndex call
Hi Fred,
On 3 April 2012 16:21, Frederic Bouvier wrote:
> as I understand it, this feature enables one to put unconnected
> strips in a single primitive, while degenerated triangles may
> add a line between the end of a strip and the next.
You say "may" add a line, is this supposition or have yo
ot;
Envoyé: Mardi 3 Avril 2012 15:34:02
Objet: Re: [osg-users] Primitive Restart
Hi Felix,
Is there any reason why you can't just connect the tri strips together
using a repeated indices to create a degenerate triangle that connects
two strips together. This way you can put multiple
Hi Felix,
Is there any reason why you can't just connect the tri strips together
using a repeated indices to create a degenerate triangle that connects
two strips together. This way you can put multiple tri strips into a
single DrawElementUShort and avoid the heavy cost of lots of separate
OpenGL
Hey.
Now comes a non-trivial one... :-)
A while ago I added support for primitive restart to our internal
build to stitch triangle strips - this greatly improved performance
and VRAM usage for our very heavy CAD data. As primitive restart was
included in GL core a while a ago I suppose this featu
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