Hi Tim and Robert,

I just want to give you a feedback. I AM VERY, VERY LUCKY !!!!
You took me on the right path.

Thanks for your great support.

- Werner -

Am Mittwoch, 24. November 2010, 17:13:09 schrieb Robert Osfield:
> Hi Werner,
> 
> On Wed, Nov 24, 2010 at 3:02 PM, Werner Modenbach
> 
> <[email protected]> wrote:
> > I was told using indexes is leaving fast path rendering. Isn't that the
> > case? I would be very, very lucky!!!
> 
> Use vertex/colour/normal/etc index arrays in osg::Geometry will force
> the OSG to dispatch data to OpenGL using OpenGL slow paths, as OpenGL
> does not support independent index arrays for vertex data.  So avoid
> using osg::Geometry::setVertexIndices(..), setNormalIndex(..),
> setColorIndices(..).  These *Indices() methods are deprecated and only
> currently kept around for backwards compatibility.
> 
> However, using DrawElementUShort primitive sets (a wrapper around
> glDrawElements) to pass in indexed primitive data is directly
> supported by OpenGL  and is the generally the best way to pass
> primitive data as you can share vertex data, reducing the amount of
> vertex data you need and enables efficient use of the vertex cache
> down on the GPU.
> 
> For you case you should look at trying to minimize both the number of
> vertices you have by sharing as much as possible, and reducing the
> amount of data per vertex.  As Tim suggested you don't need to pass
> normal, binormal and tangent vectors as you can compute the third
> vector very easily and quickly down on the GPU.  You may even be able
> to compute the surface orientation data down on the GPU if you start
> using deferred rendering techniques.
> 
> Robert.
> 
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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