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 MatutLSyM - Instituto IRTICUniversidad de ValenciaPh. +34 96 354 3639 -- ext. 43639,_______________________________________________
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