> VBO's are better for dynamic geometry, but do have a higher CPU overhead than > display lists.
Remember that display lists are deprecated in OpenGL 3.0 and moved into an extension in OpenGL 3.1. The advised path is using VBO's... > refering to osgforest as example ... I am not too happy with osgforest as an example, because it tries too keep the geometry sorted back to front for solving transparency issues. This will result in many drawables which is terrible for rendering performance. Note that this example is NOT representing how games are typically rendering forests. -- Roland ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9769#9769 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

