On Wed, Apr 7, 2010 at 3:23 AM, Ulrich Hertlein <[email protected]>wrote:

> Hi Vincent,
>
> On 7/04/10 2:04 , Vincent Bourdier wrote:
> > The optimization I am currently working on is the good usage of binding.
> > Some of our code generate color array with a color by vertex, even if
> > the color is the same for each vertices... keeping only one color using
> > the binding overall, we can obtain a considerable file size reduction.
>
> osg::Optimizer attempts to optimize for performance, not memory.
> The optimization you're proposing will have a negative impact on OpenGL
> performance.
>
How do you figure? Vincent would like to replace BIND_PER_VERTEX colors with
a BIND_OVERALL color where possible. That is a very common thing to do in
OSG and is, as I understand it, well supported even in OpenGL 3.0+ and
OpenGL ES 2.0.

Tim
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