Hi
 
There are osgUtil::GLObjectsVisitor which can do such thing with option COMPILE_DISPLAY_LISTS (it compiles vbo's too). You should traverse your tree with such visitor in a thread which have valid graphics context, i.e. inside cull callback.
 
Cheers,
Sergey.
 
 
24.01.2013, 14:02, "Carlos Reig Matut" <[email protected]>:
Hi all,
 
Anyone knows if it is possible to force the creation of a VBO (copy the vertex data into the GPU memory)?
 
I explain it, using setUseDisplayList(false) and setUseVertexBufferObjects(true), I tell OSG that it has to create the VBO in the next viewer.frame() BUT if the geometry is not in the viewer frustrum, OSG does not create the VBO.
 
I have tried disabling the camera's culling with viewer.getCamera()->setCullingMode(osg::CullSettings::NO_CULLING) but I haven't any success at the time.
 
Thank you.
 
--
--------------------------------------
Carlos Reig Matut
LSyM - Instituto IRTIC
Universidad de Valencia
 
Ph. +34 96 354 3639 -- ext. 43639
http://irtic.uv.es/lsym
,

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