Hi Julien, A general discussion of vertex array object would be best done on osg-users forum/mailing list as lots of other would likely be interested in the discussion and have their own perspective. So rather than reply here on an osg-submissions thread I'll answer questions over on an osg-users thread. Feel free to kick one off. My implementation is getting pretty close to be ready to call for wider testing.
Robert. On 14 August 2016 at 16:28, Julien Valentin <[email protected]> wrote: > Hello, > I've just look at the VAO branch, I have not tested -not enough HD space:/ so > I can't give a full feedback > I can only compare with my own impl with this reduced perspective, I don't > understand all so don't be regardant if i misunderstood the code: > -I like the idea of deporting vao in state..It seams a good place for them > for state sorting. > -But I haven't spot the way you intend to share VAO among Geometries: > *you don't seam to use a singleton for bo affectation to geoms (so you're > assuming user is in charge of sharing bo correctly among geoms?) > *it seams you haven't changed primset so I'm asking myself how could you > manage basevertex when geoms arrays share same bos > > In my impl, I use a singleton to manage bo sets involved in vaos, it > concatenate bufferdata in these bo and so bos and vao are shared among > geometries > Further I also use drawElementBaseVertex to draw them in order to take into > account offset induced by concatenation of bds in bo > I did a test in debug build (on a GTX640) with a triangle indexed city and > default useVBO > it originally frames at 40FPS > +adding bo sharing among geometries : 55FPS > +adding useVAO 70FPS(The Draw charge drops > from 12 to 6 even if i unbind vao after each geom draw) > > https://raw.githubusercontent.com/mp3butcher/OpenSceneGraph > > Again, these are just observations of gl features that accelerate drawing and > that i would be glad to find in osg and not guidelines on what/how to achieve > their impl. > > I'll give you further feedback when i'll have actually test the branch > > > robertosfield wrote: >> On 8 July 2016 at 13:49, Mathieu MARACHE <> wrote: >> >> > Great news ;-) >> > >> >> Was hoping to finish it today, but have a birthday family walk and >> dinner planned for the rest of today so heading off line. >> >> I have a prototype of VAO functionality kinda working. Performance is >> on big city models better than without VAO but still not as good as >> with display lists... >> >> I'm currently refactoring the internals of how vertex data is passed >> to try and avoid some of the CPU overhead. I expected there is couple >> more days work getting it all working smoothly. >> >> Robert. >> _______________________________________________ >> osg-submissions mailing list >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >> >> ------------------ >> Post generated by Mail2Forum > > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68365#68365 > > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
