On 3/19/2011 10:09 PM, Sergey Polischuk wrote: > Hi, Chris > If its doable try to break mesh to fit into ushorts indices.
Hmm. I'll have to think about that. > You can even try using triangle list without indexes(if generated indexees > are not make use of vertex cache or there are duplicate vertices etc.). It's mostly one skinned mesh, so we DO duplicate vertices a lot, so I want to make sure to use the vertex cache. >Also you can try normalized shorts instead of floats for texture coords if >precision allows this. I'll have to think about this. In one case, I could use shorts. > Cheers, > Sergey. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org