On Jan 7, 2008 10:58 AM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote:
> I am also very surprised to see that use of index arrays/buffer objects
> impacts performance. Is this a limitation of OSG or OpenGL ? I always
> thought that Hardware Vertex Buffer  + Hardware Index Buffer should be the
> best performing scenario.

Don't confuse vertex indices supported by osg::Geometry with that of
indices support by osg::DrawElements* (wrapper of glDrawElements(..).

vertex indices lead to the slow path == BAD.

vertex arrays + DrawElelemtsn lead to fast path == GOOD :-)


> I just checked GPU_Programming_Guide on NVidia Developer site and found
> following excerpt in Chapter 3 General GPU Performance Tips:
>
> "
> ...
> 3.3 Vertex Shader
>
> 3.3.1 Use Indexed Primitive Calls
>
> Using indexed primitive calls allows the GPU to take advantage of its
> post-transform-and-lighting vertex cache. If it sees a vertex it's already
> transformed, it doesn't transform it a second time-it simply uses a cached
> result.
> ...
> "
>
> It seems to contradict what Robert said...

No contradication... re-read the various post given and look for the
distinction between vertices indices and primitive indices.

Robert.
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