Re: [osg-users] Masking (hiding) a subset of primitives?

2009-12-08 Thread Brendan Ledwich
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

Re: [osg-users] Masking (hiding) a subset of primitives?

2009-12-07 Thread Robert Osfield
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

Re: [osg-users] Masking (hiding) a subset of primitives?

2009-12-07 Thread Andrew Cunningham
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:

[osg-users] Masking (hiding) a subset of primitives?

2009-12-06 Thread Andrew Cunningham
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