On further thought, maybe the best (and simplest) thing is just to render per instance, transform with an instance's world matrix on the vertex shader, and stop trying to optimize the static stuff beyond storing the static mesh "prototype" vertex positions in a static VBO.
I had thought baking the static objects into a single large interleaved VBO in VRAM and rendering with a single drawElements() would be fastest, but I wonder if it's worth the management hassle to update that VBO. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25733#25733 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

