Hi Colin,

> As well as hardware state
changes he also talks about the CPU cost of doing the sorting being an
issue. That was what my suggestion will help with as it means that OSG
has less states to sort, as all objects of the same type will have the
same state as opposed to having state where the uniform changes.

Of course state sorting has some CPU cost, however except in pathological cases this should be minimal compared to other things your app does on the CPU. Perhaps you were heavily CPU limited (that is, a severe imbalance between CPU power and GPU power, in favor of the GPU). That shouldn't be the general case though, so you can't go around recommending that everyone use vertex attributes instead of uniforms in all cases - most of the time people will want to use uniforms for things that can change per object, and vertex attributes for things that can change per vertex.

J-S
--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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