Hi Ding,

Rather than using thousands of PrimitiveSet's try building your
geometry with a smaller set of PrimitiveSet, this will result in a
much lower CPU overhead when you are rendering without display lists.

Robert.

On 25 September 2013 11:03, ding zheng <[email protected]> wrote:
> Hello Everyone,
>
> I am a new osg user using 3.1.3. Recently I am trying to make a dynamic 
> geometry drawing on win7 using NVIDIA.
>
> I have one geometry which contains a huge number of primitive sets (for 
> example 7000) and one vertices around 800,000. All the primitive sets are 
> defined as range primitive set type. I use BIND_PRIMITIVESET in color 
> binding. each set corresponds to one element in the colorarray. after 
> constructing the geometry, the geometry display is ok. If I set using 
> vertexbufferobject( true), my application is almost blocked. I got very very 
> low frame rate. If I set using displaylist( true ), the frame rate is much 
> high than using vertexbufferobject and my application works fine with the 
> manipulations such zoom(in/out ).
>
> Now, i got questions.  my idea is only to change one element of the 
> colorarray and hope only updating the primitive set which is linked to the 
> changed color element. The rests of primitive sets should not be updated.
> I hope this process should be fast and simple. But the dirtyldisplaylist 
> update all colors and redraw all. So before I change the color, I set using 
> displaylist as false, after changing, I set using display back as true. such 
> way avoids to call dirtydisplaylist. but the speed almost is same as using 
> dirtydisplaylist. My geometry data variance is set as Static.
>
> I read some threads. Is 3.2 can solve this problem?
>
> Can someone help me?
>
> Thanks
>
> ding
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56429#56429
>
>
>
>
>
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