You could set a breakpoint on glBegin() in a debugger and see where it is
called from OSG.Once there you should be able to figure out why you are
falling off the fast path.

Tim

On Wed, Dec 1, 2010 at 6:35 PM, Keith Parkins <[email protected]>wrote:

> So I added a nodevisitor to traverse my scene like so:
>
> class checkFastPath : public osg::NodeVisitor {
>   public:
>      checkFastPath() :
>           osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
>           virtual void apply(osg::Geode &geode) {
>              for(unsigned int i=0;i<geode.getNumDrawables();++i) {
>                  osg::Geometry    *geometry =
>  geode.getDrawable(i)->asGeometry();
>                  if (geometry) {
>                      std::string name = geometry->getName();
>                      if (!geometry->areFastPathsUsed())
>                        std::cout << name << " is not using fast path\n";
>                  }
>               }
> }
>
> checkFastPath  fptest;
> getSceneData()->accept(fptest);
>
> Nothing comes up. I did have an else on this test
> (!geometry->areFastPathsUsed()) to make sure that I was hitting the
> conditional. I did the same test before quitting and nothing comes up,
> neither after initialization nor at the end.
>
> Any ideas?  Are there any other roads to the short path?
>
>
>
> On Wed, 1 Dec 2010, Keith Parkins wrote:
>
>  Hi,
>>
>> My app is currently rendering via the slow path. I've checked for
>> DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. Dose
>> anyone know of other things I should be looking for? I am walking through
>> the rendering stage to see if I can figure out what is getting set that is
>> putting me on the slow track, but I don't have endless amounts of time to do
>> this. If anyone has any understanding of this, I would be most appreciative
>> if you could point me in the right direction.
>>
>> If you need more information, check my post "FBO problem?"
>>
>> Thanks!
>> Keith
>>
>> PS: Thanks a lot for the help, Jason.
>>
>> On Tue, 30 Nov 2010, Jason Daly wrote:
>>
>>  On 11/30/2010 08:09 PM, Keith Parkins wrote:
>>>
>>>> I am using geo->setNormalBinding(osg::Geometry::BIND_OVERALL);
>>>> and I did see a model with NormalBinding PER_VERTEX. Should I be setting
>>>> these to BIND_OFF or is it just BIND_PER_PRIMITIVE?
>>>>
>>>
>>> No, BIND_PER_PRIMITIVE is the "bad" binding.  All of the others are fine.
>>> If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not
>>> sure why you'd be falling off the fast path.  There may be other reasons for
>>> it, but I can't think of them...
>>>
>>> --"J"
>>>
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