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OpenGL - glDrawElements and similar shit

Name: Anonymous 2012-02-14 22:14

My question is the same as most of the questions regarding this and similar functions - is there a way to use a different index array for the texture coordinates?

All of the answers I've found say no but perhaps there's a clever workaround I'm too stupid to notice.

Matching up the texture coordinate and spatial coordinate array doesn't seem like a smart idea to me, mainly because for my needs I have to be quite compact.

If there really is no other way could you recommend an alternative for saving a large amount of polygons and texture coordinates and still maintain a high framerate.

Thanks.

Name: Anonymous 2012-02-14 23:38

Create an one-dimensional Integer format texture,
where value of n-th texel is the 'different' index for texture coordinates.
In the vertex shader, use
http://www.opengl.org/sdk/docs/manglsl/xhtml/gl_VertexID.xml
to get the associated glDrawElements index, do a texel fetch.

http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_buffer_object.txt

Name: Anonymous 2012-02-15 23:19

WHO GOT SOME SHAYYYYYYYDERZ? I BEEN LOOKIN' FOR DEM!

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