Hi Tim,
I'll try to send an exemple. Can I send it to your address direclty?
It's a very simple model with texture coordinates, created from the 3DS reader.
I'll dump it as an OSG file beforehand.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Tim
On Tue, Feb 1, 2011 at 11:39 AM, Sukender suky0...@free.fr wrote:
Hi Tim,
I'll try to send an exemple. Can I send it to your address direclty?
Sure.
Tim
It's a very simple model with texture coordinates, created from the 3DS
reader. I'll dump it as an OSG file beforehand.
Sukender
PVLE
Fixed :)
I'm sumbitting the change.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Tim Moore timoor...@gmail.com a écrit :
On Tue, Feb 1, 2011 at 11:39 AM, Sukender suky0...@free.fr wrote:
Hi Tim,
I'll try to send an exemple. Can I send it
Hi Wojtek,
You probably know this but if not it may be other option for you. One
can define restart index that works as terminator for triangle/quad
strips (check GL_NV_primitive_restart extension) . So in practice
multiple triangle strips can be separated by restart indices and put
into one
Hi Tim,
That sucks. I'll take a look.
OK, let me know what you find out. I was pretty surprised the optimizers
would go out of bounds, as I've used them on a variety of models without
problems (as I bet you have, and many others too).
Thanks in advance,
J-S
--
Hi Tim,
I've found that that problem happens because the attribute arrays are
shared among several Geometry objects. The fix is simple, but I haven't
submitted it yet because the results of INDEX_MESH are still not great
on the sphere object, and I have a different idea for how to approve that.
Hi Tim,
Sorry to jump into that conversation, but I also had a bug related to
IndexMeshVisitor: the output geometries do NOT have number of vertices ==
number of texcoords... Did I miss something?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Hi Sukender,
I'm not sure what you mean; I need to see an example. The IndexMeshVisitor
doesn't work with BIND_PER_PRIMITIVE attributes and bails if it finds any.
If the number of vertex coordinates doesn't equal the number of texture
coordinates, that's a big bug. Normally the number of indices
On Fri, Jan 28, 2011 at 4:44 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Tim,
If I understand correctly how the sky dome mesh is constructed, there
was a lot of duplication of vertices in the triangle strip arrays, and
this has been carried forward into your indexed
Hi Tim,
If I understand correctly how the sky dome mesh is constructed, there
was a lot of duplication of vertices in the triangle strip arrays, and
this has been carried forward into your indexed mesh approach. The
INDEX_MESH optimizer would remove these duplicates. The order of the
triangles
Hi again,
Well, I've been able to change the 48 small triangle strips per geometry
to a single DrawElements call, with naive code that just puts indices to
replicate what the strip is doing, i.e. 0 1 2 1 2 3 2 3 4 etc.
The result is a small but noticeable decrease in draw time. It's smaller
If I understand correctly how the sky dome mesh is constructed, there was a
lot of duplication of vertices in the triangle strip arrays, and this has
been carried forward into your indexed mesh approach. The INDEX_MESH
optimizer would remove these duplicates. The order of the triangles in the
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