Hi Terry,

I was generating all my geometry in code so I wrote some custom code
to pack them tightly into a single vertex array.

Jason

On Mon, Jan 3, 2011 at 1:05 PM, Terry Welsh <[email protected]> wrote:
> 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
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