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
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
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
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