On 09/11/2012 09:41 AM, Sergey Polischuk wrote:
Hi
you can take a look at Geometry::computeFastPathsUsed() source and check yourself. As a general rule you are going to be slow, if your geometry uses separate indices in osg::Geometry for vertex attribs (not those in DrawElements*** primitive sets, but those set with osg::Geometry::set***Indices() ) or if binding for any vertex attribute is set to BIND_PER_PRIMITIVE. Not "fast path" is basically glBegin glEnd style stuff, so it supposed to be slow for high-poly geometries.

In this case, the teapot example is using calls to glMap* and glEval*, which takes spline curve data and converts it into vertices, normals, and texture coordinates (on the CPU side), before passing the mesh data on to the rest of the pipeline (using glBegin/glEnd-style calls).

I'd guess that this is about as slow path as you can get  :-)

--"J"

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