> 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

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