Igor Lebedev wrote:
Hi,

Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method.

For Indexed VBO's, you don't use IndexArray's at all. Instead, you'll use one of the DrawElements primitive sets (look in the osggeometry example for how these work). These allow you to specify a single index array that applies to all of your attributes (vertices, normals, texture coordinates, etc.)

Really, you shouldn't be touching IndexArrays at all if you're trying to go fast.

As for the alternate method, are you trying to use interleaved arrays (as in glInterleavedArrays)? I'm honestly not sure if OSG supports those at all. There seems to be a call to it in State.cpp, but I'm not sure how you'd go about using it.

Indexed VBO's are quite fast, and if you use them, you won't have to go through the process of interleaving all of your vertex attributes manually.


Also, my target of using osg - is make LightWave bones\animation import. I 
believe, i need indices for bones. Am i wrong?

Again, that's an entirely different kind of indices  :-)

Usually, you'll use a generic VertexAttribute array for those (this lets you have up to 4 bone indices per vertex). You might want to look at osgAnimation and the examples for clues about this.

--"J"

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