Hi Stefan,
On Thu, 2005-10-27 at 14:21 +0200, Stefan Wundrak wrote:
> Dearl All,
>
> we have a large indexed faceset with about 1 million polygons.
> In addition we have about 20 to 100 time steps, each including new
> positions (or displacement) for all vertices.
>
> This adds up to quite a lot of memory. Does anybody have a good idea on
> how to animate this efficiently?
You can essentially do both of these in OpenSG, too.
> In OpenGL we had a nice solution:
> we created one VBO for each timestep, then activated the VBO for the
> current time-step as texture coordinates and then simply let the vertex
> shader add the displacement to the vertex position.
> We could even do a lerp to get a smoothed animation.
> For doing the animation we simply had to cycle through the VBOs.
Instead of VBOs you would use GeoProperties. Just add them as texture
coordinates to the Geometry, and exchange them for animation.
You should turn off Dlist Caching if you change them very often. In this
case they will use VertexArrays, which are not quite as fast as VBOs
(those are in OpenSG 2, and the mechanism is going to be the same as
above).
> In OpenInventor we simply wrote a custom node that included the OpenGl code.
You can do that, too. Take a look at Examples/Cubes, it shows how to add
a new Drawable.
> In OpenSG we could not find any efficient solution yet.
> Creating a new geometry node for each timestep wastes to much memory in
> this case.
>
> Any idea?
Hope it helps
Dirk
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