Since you wrote you use gDebugger, please check if glDrawElements index
buffers are taken from CPU or GPU memory. If its CPU mem then all should be
clear...
Wojtek Lewandowski
-----Original Message-----
From: Sean Spicer
Sent: Friday, December 17, 2010 7:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VertexBufferObject usage very slow...
Robert,
Some more data...
Looks like we're drawing approx 100K tri-strips every frame. The
glDrawElements call is the culprit...though I'm still baffled by why
it is so much slower with VBOs than in immediate mode. Perhaps the
drawing isn't sorted by VBO so that all of the triangles drawn from
each VBO are draw in single bind call ?
sean
_________________________________________________________
Sean Spicer
Aqumin (www.aqumin.com)
Office....+1.713.781.2121
Mobile...+1.713.447.2706
Fax.......+1.713.781.2123
On Fri, Dec 17, 2010 at 11:37 AM, Sean Spicer <[email protected]>
wrote:
Hi Robert,
We are not updating the data frame-to-frame, which is why this is so
baffling. I'm working through the issue with gDebugger now - if you
don't have any suggestions off the top of your head, then I'll start
digging and report back what I find, since I don't have time try and
duplicate the issue outside our app.
cheers,
sean
_________________________________________________________
Sean Spicer
Aqumin (www.aqumin.com)
Office....+1.713.781.2121
Mobile...+1.713.447.2706
Fax.......+1.713.781.2123
On Fri, Dec 17, 2010 at 2:36 AM, Robert Osfield
<[email protected]> wrote:
reproduces the problem you are seeing?
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