> vertex indices lead to the slow path == BAD.
>
> vertex arrays + DrawElelemtsn lead to fast path == GOOD :-)

Thats a relief. I was afraid I will have to fix all my code ;-)

Cheers,
Wojtek

----- Original Message ----- 
From: "Robert Osfield" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" <[email protected]>
Sent: Monday, January 07, 2008 12:20 PM
Subject: Re: [osg-users] VBO


> 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.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 


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