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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