Hi Andrew,
Could you convert your PrimitiveSet to a DrawElement and modifiy the index list
to remove the hidden primitives? You could then turn off display lists and turn
on VBOs such that the driver only needs to send the index list when it gets
changed. I don't think OSG supports partial
Hi Andrew,
You could use Drawable::DrawCallback and override the rendering of
your mesh and implement your own code for hiding/displaying different
sets of primitives. However, as you mention,
osg::Geometry::drawImplementation() is actually pretty complicated so
reproducing this then making it
Hi Robert,
Thanks for your help - I am glad that you confirmed my initial feeling that
overriding the 'current' drawImplementation would be quite complicated was
correct and that I was not missing something obvious.
Andrew
--
Read this topic online here:
I want to do something a little 'odd' and am not sure of the best way to do
this.
- assuming a 'large' number of (tri or quad) primitives in a primitiveset (say
100K-500K+) I want to hide ( not draw) a user-defined subset of those
primitives.
- the user scenario is that the user selects a
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