Thanks for the reply Paul, Turns out my billboarding calculations in the vertex shader were screwing everything up. Works fine now.
Regards On 08/03/2010 11:32 PM, Paul Martz wrote: > Paul Pocock wrote: >> Hi, >> >> Are there any caveats to be mindful of when trying to implement >> instancing using VBO's? >> >> I'm using a static tri stored in a VBO - however I'm facing massive >> bottlenecks in the frag shader - with obvious fillrate >> issues dragging my frames down drastically. and I can't see any obvious >> state changes that could affect this. I'm using Nvidia 8800GTX with >> latest drivers and I'm not dropping into software mode at all. Do I have >> to set up my program so I populate my vbo with texture data? or am I >> fine with the standard setup - the OSG should be able to handle that for >> me shouldn't it? > > When you say "instancing" do you mean you're using the draw instanced > feature, or you're using multiparenting? > > Because display lists are now deprecated, I use buffer objects for > most everything these days, and never experience a fill bottleneck, > neither with the draw instanced feature, nor with multiparenting. > > Does the problem go away when you change from using buffer objects to > using display lists? > > Does the problem go away when you change your scene graph to render N > copies of your object, rather than N instances? > IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

