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

Reply via email to