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Thread: Discarding vertices possible using element array buffer?

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  1. #1
    Junior Member Newbie
    Join Date
    Jun 2013
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    25

    Discarding vertices possible using element array buffer?

    Hi all,

    I'm trying to use the discard; command in my fragment shader to eliminate vertices with a specific color. When displaying using 2D textures, borderline effects can be eliminated by setting the third parameter in glTexParameterf to GL_NEAREST:

    Code :
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);

    However, when I display my object in 3D using an element array buffer, I want to achieve the same functionality... Any idea how to do this equivalently?

    Code :
    __glewBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
     
    //glTexParameterf(GL_ELEMENT_ARRAY_BUFFER, GL_TEXTURE_MAG_FILTER,GL_NEAREST); // <- Looking for appropriate function
          glPolygonMode(GL_FRONT_AND_BACK, wireFrame ? GL_LINE : GL_FILL);
          glDrawElements(GL_TRIANGLE_STRIP, 2*(width-1)*(height-1), GL_UNSIGNED_INT, 0);
          glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
     
    __glewBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);


    Click image for larger version. 

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    Last edited by samvdj; 12-18-2013 at 07:15 AM.

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