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?
>


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