Thanks again Robert, I'll do some testing with vertex duplication and see if I 
can't make it work for me. 


robertosfield wrote:
> On 15 January 2014 20:40, Ethan Fahy < ()> wrote:
> 
> > Thanks for bearing with me Robert, I do realize that there has been much 
> > discussion over this topic (I have spent hours trying to understand it all 
> > but OSG is the only exposure to OpenGL that I've ever had so trying to 
> > understand it all is tricky for me).
> > 
> > You mention using the osg_deprecated to tide me over, but I'm wondering 
> > what is the more appropriate long-term solution.  To be clear, I don't need 
> > to support any existing geometry that contains BIND_PER_PRIMITIVE (i.e. I 
> > don't need to use fixDeprecatedData().  What I do need to do is to be able 
> > to create new osgGeometry objects with osg3.2 and future versions of osg 
> > that allow me to have the end-effect of coloring each primitive 
> > individually.  Now, if I am understanding correctly, what I will have to do 
> > when creating new geometry is to only put a single primitive in each 
> > primitiveset and use BIND_PER_PRIMITIVE_SET.  My understanding is that 
> > BIND_PER_PRIMITIVE_SET is supported in OpenGL and that this will not be 
> > deprecated any time soon.  Do I have this more or less correct?
>  
> 
> BIND_PER_PRIMITIVE_SET is OK to use, it can be used relatively efficiently 
> with all versions OpenGL.  It could result in lots of OpenGL calls though as 
> you have fine grained primitive sets that each have to be sent to OpenGL.  
> Performance witse this is still be more efficient than what the OSG was 
> having to do with BIND_PER_PRIMITIVE though as here it had to duplicate data 
> and reorder before sending it OpenGL.
> 
> 
> The route with best performance on modern hardware would be to duplicate the 
> vertices and use per vertex colours.  This route would allow you to use a 
> single DrawElementsUByte and lead to less OpenGl call overhead, which 
> typically saves more than the cost of the extra data.
> 
> 
> Robert.
> 
>  ------------------
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