Hi Jason/Otto,
I was looking at something similar recently... The only problem I had
was that osg::Geometry assumed that I wanted to draw from the start of
the array attached. I think if you want some specialised behaviour, like
e.g. having a single static array attached to a geometry and drawing
from different start positions in it, you'll have to make your own
drawImplementation. Other options might be using drawElements with
multiple geometries and a shared array, or shaders.
jp
Jason Beverage wrote:
Hi Otto,
To use VBO's in OSG, you just need to set up an osg::Geometry as you
normally would and then call:
geometry->setUseDisplayList( false ); //Disable display lists
geometry->setUseVertexBufferObjects( true ); //Enable VBO
After that everything is handled under the hood for you, you can look at
the osgTerrain library or the osgdrawinstanced example for examples.
Thanks!
Jason
On Wed, Jan 6, 2010 at 9:12 AM, Otto Cologne <[email protected]
<mailto:[email protected]>> wrote:
Hi,
I'm in the process of rewriting a program I did earlier but this
time using OSG. One part contained rendering a large amount of lines
which would be selected by various selection tools. For that I used
VBO's and a bit mask. The rendering function (after all the
initializations) then looked like this
Code:
for ( int i = 0; i < m_countLines; ++i )
{
if ( m_selected[i] )
glDrawArrays( GL_LINE_STRIP, getStartIndexForLine( i ),
getPointsPerLine( i ) );
}
Now i'm reading through the osg doc and the tutorials, but the
coverage on VBO's is rather thin. I'd appreciate some hints on how
to do it if the functionality exists or if I have to write my own
osg node.
...
Thank you!
Cheers,
Otto
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