Re: [osg-users] Texture coordinates question

2008-11-21 Thread Robert Osfield
Hi John,

You'll need to duplicate your vertices to be able to have different
tex coordinates as osg::Geometry only support per vertex bindings for
tex coordinates.

For performance it's a false economy to vertex indices or per
primitive bindings as they drop the OSG down on to OpenGL slow paths.
Use overall, per primitive set or per vertex bindings for best
performance.  The only slow paths should also be considered deprecated
as neither OpenGL ES no OpenGL 3.x support this only slow paths.

Robert.

On Thu, Nov 20, 2008 at 8:22 PM, Argentieri, John-P63223
<[EMAIL PROTECTED]> wrote:
> Gentlemen,
>
> Is there a way to force vertex B to have a different texture coordinate in
> each of triangle ABC and triangle BCD?
>
> Texture coordinate indices? I don't understand how those are applied. If the
> binding is per_primitive, will each of my triangles be textured by a single
> pixel?
>
>
> John Argentieri
> Software Engineer
> GENERAL DYNAMICS
> C4 Systems
> [EMAIL PROTECTED]
>
> "This email message is for the sole use of the intended recipient(s) and may
> contain GDC4S confidential or privileged information. Any unauthorized
> review, use, disclosure or distribution is prohibited. If you are not an
> intended recipient, please contact the sender by reply email and destroy all
> copies of the original message."
>
>
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Re: [osg-users] Texture coordinates question

2008-11-20 Thread Jason Daly

Argentieri, John-P63223 wrote:

Gentlemen,
 
Is there a way to force vertex B to have a different texture 
coordinate in each of triangle ABC and triangle BCD?
 
Texture coordinate indices? I don't understand how those are applied. 
If the binding is per_primitive, will each of my triangles be textured 
by a single pixel?


PER_PRIMITIVE texture coordinates aren't allowed (only PER_VERTEX, or 
none at all).  Also, you don't want to use texture coordinate indices 
because they'll knock you into immediate mode (slow) rendering.


The easy way to get what you're looking for is to have arrays like this:

vertex array:  vA, vB, vC, vB, vC, vD
texcoord array:  tA, tB1, tC, tB2, tC, tD

where tB1 != tB2

and use a DrawArrays primitive set (ie: don't use DrawElements).  In 
other words, just duplicate the vertex positions explicitly in your 
vertex array, and make the corresponding texture coordinates whatever 
you need them to be.


--"J"

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[osg-users] Texture coordinates question

2008-11-20 Thread Argentieri, John-P63223
Gentlemen,
 
Is there a way to force vertex B to have a different texture coordinate
in each of triangle ABC and triangle BCD?
 
Texture coordinate indices? I don't understand how those are applied. If
the binding is per_primitive, will each of my triangles be textured by a
single pixel?
 

John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
[EMAIL PROTECTED] 

"This email message is for the sole use of the intended recipient(s) and
may contain GDC4S confidential or privileged information. Any
unauthorized review, use, disclosure or distribution is prohibited. If
you are not an intended recipient, please contact the sender by reply
email and destroy all copies of the original message."

 
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