Hi Jason, Thank you for the suggestion. I feel like I'm missing something still. Is there an Optimizer feature or something that combines Arrays for you? Or did you write a bunch of custom code that processes your models after you load them? -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com
> Message: 3 > Date: Sun, 2 Jan 2011 21:28:12 -0500 > From: Jason Beverage <[email protected]> > To: OpenSceneGraph Users <[email protected]> > Subject: Re: [osg-users] large VBOs for multiple Drawables > Message-ID: > <[email protected]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Terry, > > You can pack the verts of your small objects into a single > osg::Vec3Array and share that array across multiple osg::Geometry > objects then use DrawElements for each geometry with the correct > indices. I've just recently done this actually for a project I'm > working on and it's worked out great. > > Thanks, > > Jason > > On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh <[email protected]> wrote: >> I found some email threads that hinted at this a little, but nothing >> seemed very specific. ?I have scenes where display lists perform a bit >> better than VBOs. ?My best guess is because my objects have relatively >> small vertex counts (usually between 20 and 200). ?Is there any way in >> OSG to use one large VBO to store the date for multiple Drawables in >> order to minimize buffer state changes? >> -- >> Terry Welsh >> mogumbo 'at' gmail.com >> www.reallyslick.com >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

