Hi Kim,

from where I can download that code? I try the googlecode trunk, but not
seeing the VBO example

-Nick


On Wed, Mar 24, 2010 at 12:11 AM, Kim Bale <kcb...@googlemail.com> wrote:

> 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 <kcb...@googlemail.com> 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 
>> <nikolov.tra...@gmail.com>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
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>
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