Re: [osg-users] Drawing lots of dynamic geometry

2011-03-20 Thread Chris 'Xenon' Hanson
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

[osg-users] Drawing lots of dynamic geometry

2011-03-19 Thread Chris 'Xenon' Hanson
In my work with Kinect, one of the tasks is to cram a LOT of dynamic geometry (and sometimes texture) down through OSG onto the display. This can be a point cloud or a polygonal mesh. Ignoring the complexity of assembling a reasonable mesh, once I have the mesh, I want to get it onscreen

Re: [osg-users] Drawing lots of dynamic geometry

2011-03-19 Thread Sergey Polischuk
Hi, Chris If its doable try to break mesh to fit into ushorts indices. 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.). Also you can try normalized shorts instead of floats for texture coords if