From: christopher.g.dorosky++at++lmco.com
Date: 08/15/2000 06:02:31
pfHi,
I have a situation where a simple object is repeated in the scene graph many
times. I noticed that for each time it is repeated, the number of texture
coordinates passed to the pipe rises proportionately. Each of these objects
share the same geostate, and same texture coordinates. Is there a way to
globally set this and save the passing? I tried making one tex_coord array
and using its address as the attribute to all of the TEXCOORD2, but it
didn't reduce the number of coordinates passed.
I was hoping for a solution by one of two methods. With a geostate, you can
do a geostate->apply() and the geostate attributes become global until
another geostate is applied (geodes with NULL geostates inherit). Is there a
way to do this with texture coordinates?
Failing that, could I simply reduce the amount of bytes by packing the
array? The only two attributes I am interested in are vertices and texture.
It seemed like any space I would gain by packing would be wasted by
including color or normals. Is there a good way to do this?
Thanks,
Chris
Christopher Dorosky
Lead Electronic Systems Engineer - Real Time Simulation
Lockheed Martin Missiles and Fire Control - Dallas
christopher.g.dorosky++at++lmco.com
972-603-2349
This archive was generated by hypermail 2b29 : Tue Aug 15 2000 - 06:03:02 PDT