[osg-users] Normal bindind

Christian Buchner christian.buchner at gmail.com
Tue Sep 15 06:57:33 PDT 2015


Wouldn't that imply that neighbor triangles cannot share their vertices
because the normal is different for each primitive? For high resolution
meshes this could create quite some overhead (memory and processing wise).
Is there a more efficient way to get flat shading that would not require
any vertex duplication?

Christian


2015-09-14 12:59 GMT+02:00 Robert Osfield <robert.osfield at gmail.com>:

> Hi Julie,
>
> OpenGL doesn't support bind per primitive, there is deprecated OSG pathway
> for BIND_PER_PRIMITIVE but it has to emulate the functionality and is very
> inefficient.
>
> The closest you can get to what you are after is to BIND_PER_VERTEX and
> then use flat shading.
>
> Robert.
>
> On 14 September 2015 at 10:56, Julie Green <laroux92 at mail.ru> wrote:
>
>> Hi,
>>
>> I have a surface, made of triangles. Is there a way to bind surface
>> normals per triangle, not per vertex (don't want to calculate vertex
>> normals)?
>>
>> Thank you!
>>
>> Cheers,
>> Julie
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=65128#65128
>>
>>
>>
>>
>>
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>>
>
>
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