Hi all,
There was a thread recently about rendering many instances of spheres (I
didn't want to hijack the thread so I created a new one). Many methods were
proposed among which there were opengl pseudo instancing and the
draw_instanced  extension.
First I would like to know the main differences between these two (both in
the principle and in terms of efficiency).

just for the record, I've read the Nvidia paper given by Christian,
http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/glsl_pseudo_instancing/docs/glsl_pseudo_instancing.pdf
 and it seems that the pseudo instancing methods will be worth only when
each instance contains few vertices (less than 50). This constraint won't
cause any trouble for a sphere, I guess.
Is it the same with the draw_instanced  extension?
And then what would be the best approach to render many instances of a big
geometry (eg thousands of vertices per instance)?
Last, are those instancing methods worth even if the geometry is static, or
is it more efficient to use DisplayList or VBO?

I know there must not be general answers depending on many aspects (as the
Graphics card, the driver, etc.) but I am looking forward to get a bit of
your expertise in that matter.
Thanks in advance.

Loïc

PS: I'm not very skilled in openGL so don't hesitate to explain things that
seems very basic about all those concepts ( like instancing, VBO,
displayList). Hopefully this will be also useful for other osg newbies like
me.
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