Hi Ricky,

The cull performance will be very slightly higher for method 2 as the
cull traversal will have to push/pop more state, but the draw
traversal will be identical between the two.  There will be so little
difference in measurable performance I would suggest going for what
makes most sense for your application.

Of course one should test this... it'd be easy to benchmark the two
configuration to make sure that there isn't a measurable difference.

Robert.

On Thu, Jul 1, 2010 at 3:57 PM, Riccardo Corsi
<[email protected]> wrote:
> Hi All,
>
> in my scene I have many drawables that share the same settings/glsl
> program - the needed params to render the different drawables are
> already passed in as vertex attributes at geometry level.
> I'd like to know it there's any difference, with respect to
> performances, if I share the common StateSet either one of the
> following methods:
>
> 1. share the common SS in a single geode
>
> geode1 - SS1
>   |
>   |--------------------------------
>  |              |               |
> draw1      draw2        draw3
>
>
> geode1 - SS2
>  |
>  |--------------------------------
>  |              |                |
> draw11      draw12      draw13
>
>
>
> 2. share the same instance of the SS (let's call them SS1 and SS2) at
> drawable level:
>
> geode
>  |
>  |----------------------------------------------------------------------------------------------------------------------
>  |                       |                        |
>  |                       |                        |
> draw1--SS1      draw2--SS1        draw3--SS1      draw11--SS2
> draw12--SS2        draw13--SS2
>
>
> The second method would be preferable to me, as every drawable
> represents an independent object, and I might need to change the way
> it's rendered at runtime (see hilight, etc...).
> I'd like to know if there are some performance penalties with respect
> to method 1.
>
> Thanks a lot.
> Ricky
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