HI Guy, You can't mix display lists with CPU updated dynamic data, and particle systems are an example of this.
If you come up with a custom scheme for particles then there are ways to use static geometry and update the positions in the vertex shaders, and the osgParticle::PrecipitationEffect is an example of this. PrecipitionEffect doesn't use any of the standard osgParticle features though, it's a standalone class, as it's very domain specific. Robert. On Tue, Dec 29, 2009 at 11:05 AM, Guy <g...@dvp.co.il> wrote: > Hi all, > > I was wondering what are the criteria to decide upon using display lists or > just openGL instruction. Particularly why the rendering of the particles in > the osgParticle::Particle::render is done by openGL instructions and not > display list or something more efficient. > > > > If the reason is changing in the vertex attributes like the particle alpha, > and position, then suppose all these attributes are static and I use display > list, what performance gain (if any) it is reasonable to expect? > > I'm asking this because I use shaders in my application, and if there could > be performance gain I might want to change the render to update shader > attributes and render using these attributes. Do you think it worth the > effort implementing such mechanism? > > > > Thanks, > > Guy. > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org