Hi Wang Rui,

On Tue, Aug 17, 2010 at 3:25 PM, Wang Rui <[email protected]> wrote:
> Today's osgParticle already uses GLBeginEndAdapter for rendering
> particles, which is actually glDrawArray() at its low-level
> implementation. I wonder if this is not too inefficient comparing with
> the use of osg::Geometry. Of course, making use of shaders will be
> much better on modern graphics devices.

In my own testing I've found the GLBeginEndAdapter slightly slower
than glBegin/glEnd, despite the use of OpenGL fast paths as the
population of the arrays and emulation of the fixed functions is where
the cost all comes from.  One should still view this very much as a
slow path.

Using osg::Geometry and point sprites will be far more efficient than
using GLBeginEndAdapter, both from a CPU overhead as well as the GPU
costs.

Robert.
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