HI Dimi,

On Fri, May 27, 2011 at 8:21 AM, dimi christop <[email protected]> wrote:
> Excellent news
> I will the svn right away.
>
> On a side note, what is the best way in your opinion to update changing vbo
> geometry
>
> say for a morpher. In my code I do a array swap, but is there a faster way?

It all depends upon how you are modifying the geometry data.  The most efficient
way is to not modify the vertex data at all and do all the computation
on the GPU.

Downloading two static vertex arrays (use a vertex attrib array) and
then morphing
between on the GPU is an pretty effective scheme.

Swapping arrays like you did is pretty efficient as well, but only
call dirty on the
data if you have actually modified it though, as the OSG will be able to just do
a pointer swap if you just assign a new array, and OpenGL will just happily use
the different pointers without any performance cost.

Copying the data will have if you are dynamically updating the data on the CPU
and can't offload this to the GPU.   If you are copying data every frame then
using VBO's won't be as valuable, you'll need to performance test using staight
vertex arrays vs VBOs.

> Thank you for spending time hunting down this bug

I have to put my hands up and admit that the regression was done to
me, It's good nail regressions
so I'm glad that you were able to reproduce the problem.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to