Hi Andrew, On Fri, Dec 24, 2010 at 3:52 PM, Andrew Cunningham > When trying to fix this, I modified OSG and "chunked" up the calls to > glDrawElements inside PrimitiveSet.cpp to be GL_MAX_ELEMENTS_INDICES in > size. Anything wrong with this approach?
It depends upon how you implemented it. You certainly wouldn't want to do a glGet for GL_MAX_ELEMENTS_INDICES on every frame, let along call to do a single primitive set. It's also questionable whether we should be doing extra checks on size to catch cases when users are passing data to the OSG that can't be rendered with OpenGL. The OSG isn't your nanny, it assumes that you know what scene graph is required to render properly on your system and doing so doesn't burden the OSG with extra checks that are only required for scene graphs that have inappropriate sizes. The best approach for any checking this this is to do it in a data preparation and optimization when you create the data or load it into memory. >This would mean the OSG user need not be concerned about whether they are >using 'too many' vertices/primitives. But it would mean that everyone pays in performance for the benefit of a tiny number of developers not building scene graphs appropriate for there target hardware. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

