Nick,

One thing I forgot. To test the VBO code use the flag --vbo when running the
examples.

Kim.


On 23 March 2010 22:08, Kim Bale <[email protected]> wrote:

> Hi Nick,
>
> Paul (Palumbo) and I have been working on a new VBO ocean technique which
> uses instances of the ocean tiles to create the ocean surface rather than
> doing a mass copy of vertices for the entire surface on each frame. Using
> this technique the number of tiles that need to be updated on each mipmap
> change has decreased significantly.
>
> You could try the code in osgOcean-VBO branch to see if it provides you
> with better performance. It should be more scalable for large or higher
> resolution ocean surfaces.
>
> I should however point out there are some issues with this new technique
> that still need ironing out (thus the branch and not in the trunk). Paul has
> highlighted problems when he linked it to 2.9.7. so please note this is
> still dev code.
>
> Let me know how you get on,
>
> Kim.
>
>
>
> On 23 March 2010 17:11, Trajce (Nick) Nikolov <[email protected]>wrote:
>
>> Hi Community,
>>
>> I ve worked so far on standard PC architecture, middle range, and I was
>> kind of frustrated with the performances of osgocean. So I build something
>> heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With
>> high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are
>> your experiences for those who use it?
>> -Nick
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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