Hi,
>> Sven Widderich schrieb:
>>
>>>This is the first time I'm using this mailing list, so I hope this is the
>>>right way to ask.
>>>
>>
>> Welcome.on board...
Thank you ;)
>>
>>>I've read the tutorials quiet often but I don't get the point with OpenSG
>>>rendering.
>>>
>>>My Questions:
>>>How can I tell OpenSG to render a Node or a Geometry as VBO?
>>> Is this done by just turning off "display lists"?
>>>
>>
>>
>> As far as I know, OpenSG uses VBOs by default for some time now. To be
>> sure, you can call
>>
>> geo->setDlistCache(false);
>> geo->setVbo(true);
>>
>> on your Geometry (surrounded by the oblig. begin/endEditCP of course...).
>
>calling geo->setVbo(true); is enough this overwrites DlistCache state.
// I guess this is want you meant
beginEditCP( geo, Geometry::VboFieldMask );
geo->setVbo(true);
endEditCP( geo, Geometry::VboFieldMask );
>
>>>How can I verify OpenSG is using VBO's?
>>>
>>>How do I get the VBO Identifier (that is returned by glGenBuffers)?
>>> I need this to register the VBO to Nvidia CUDA.
>>>
>>
>>
>> No clue and / or no time to have a look - sorry.
>
>right now that's not possible but I could add an public method. But
>there is no single VBO Identifier there is one for each geometry
>property (positions, normals, indices, ...)
>
I found with geo->getVbo() you are able to get want you've
set with geo->setVbo()... but not more?
It's not saying OpenSG is actually using VBO rendering...
I suppose so due to geo->getVbo() returns true even with no support for
VBO-extension.
(btw: setVbo() is declared in GeometryBase Header but not defined in
GeometryBase.cpp)
A workaround solution for my problem would be:
1.) Traverse the graph
Found geometry core
Add vertex positions to my own array
2.) Register VBO to CUDA
3.) Render using OpenGL directly (Is this a problem? What's to consider?)
Regards,
Sven
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