Hi Robert,
It seems to work okay. I wasn't sure how to do it in my original post and that
is what I came up with. I haven't tried this on a large scale map consisting of
around ~1700 of the nodes. I'll post back if there are any performance issues.
Thanks, Sam
--
Read this topi
Hi Robert,
I agree that your solution here seems to cover the common failure case
(assigning by-vertex too late). I think given the system constraints and time
constraints, that is the best solution.
Your solution does work in all my testing.
Regarding a 3.6.2 release, that sounds great. At
Hi Sam,
On a quick read of your code I can't see a problem. Does this work OK?
It's perfectly find to just use DrawArrays without indices like you
have done. You can mix both DrawArrays and DrawElementsUShort in a
single osg::Geometry as well.
I'm not clear on what issue you are having.
Cheers
H Dan et. al,
On Thu, 14 Jun 2018 at 08:25, Robert Osfield wrote:
> Perhaps another approach would be to just warn the user that the
> Binding hasn't been set prior to the Geometry::set*Array() call, or do
> a belt and braces of treat an BIND_UNDEFINED binding as a
> BIND_PER_VERTEX to force a Ve
Hi Robert,
I have the mesh setup correctly using the DrawElementsUShort. My question was
regarding drawing the walkable triangles that are attached to the mesh. These
don't have indices and just consist of the vertex information. Here was my
approach to draw them.
Code:
for (size_t index = 0
Hi Daniel,
On Wed, 13 Jun 2018 at 23:29, Daniel Emminizer, Code 5773
wrote:
> I don't know enough about the inner workings to know if this is a dumb idea
> -- but could you perhaps detect the problem during cull (VBO attachment is
> NULL but array exists and is non-empty), then call
> addVerte
HI Sam,
Have a look at the osggeometry example as this illustrates how to set up
geometry data, which includes triangles. For the traingle mesh what you'll
likely want to do is use an osg::DrawElementUShort(GL_TRIANGLES) and then
add you triangle indices to this.
Robert.
On Wed, 13 Jun 2018 at
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