Hi all! Due to some circumstances I'm now working under OSG. And looking on Geometry node, I realized, that I don't know, how to do some basic things, which I used to have:
1) Interleaved arrays. Say, I have vertex representation structure of 2 floats as vertex, 4 bytes as color and 4 bytes as some factors. Vertex size is 16 bytes. How can I specify my vertex array in such a interleaved order? As I found, OSG arrays simply lay one after another in VBO memory, and I can't specify interleaved arrays. Is there any way to have interleaved vertex data representation to use alignment features and GPU cache more effectively? 2) Static VBO memory w/o system memory footprint. Say, I have some binary file with mesh representation, and I don't want to have all this vertex soup in RAM. I want to load it directly to VBO and forget about it. As I understood, that is impossible because of OSG base paradigm, that drawing context may be attached or changed any time, so OSG always get this arrays in system memory, loading to VBO on first compilation/change event. So, memory consumption is twice (or sometimes even 3 times) greater, than it could be. So, is it possible to "forget" about system memory source after loading data to VBO? Any comments really appreciated, Zhidkov Evgueny. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10602#10602 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

