On Wed, May 28, 2008 at 11:17 AM, Raymond de Vries <[EMAIL PROTECTED]> wrote:
Hi Raymond,
Both:
osgprecipitation textured_box.osg
osgprecipitation non_textured_box.osg
Work just fine for me, with SVN version of the OSG. Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.
As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug. Could you try out the SVN version of
the OSG to see if this fixes things.
Robert.
> Hi,
>
> I am diving deep into the precipitation and trying out things (osg 2.4.0,
> win xp, MS Visual Studio 2005 SP1). One of the things I did is to disable
> the usage of vbos, in lines 480, 487 and 494:
> _quadGeometry->setUseVertexBufferObjects(false);
> _lineGeometry->setUseVertexBufferObjects(false);
> _pointGeometry->setUseVertexBufferObjects(false);
>
> When I do so, the precip is not drawn properly at all anymore, and it
> depends if a load a textured or non-textured object (see the attached models
> + image):
> - non-textured: box rendered ok, no precip at all although it seems to be
> rendered judging from the performance
> - textured: box rendered ok, precip is rendered not right at all (seems like
> large polygons or so)
>
> So the general question is: should I be able to disable vbo at all times? I
> expected this would be possible (resulting in a performance penalty of
> course). If so, there is an issue somewhere... I don't know where, although
> I spent many hours on this.
>
> Thanks a lot
> Raymond
>
>
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