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
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