Hey Christian, thanks again for the reply.

Right, so display lists can slow things down and VBO is often preferred.  I 
think most of my implementation is fairly simple.  The tow hands are single 
model that consists of two hands who's bone positions and rotations are updated 
every frame via our api. 

The other model is a sphere which consists of two hemispheres which just has 
its position updated each frame in relation to the hands.  And finally I've 
built those two models together into one fbx file, where I do an animation to 
show the user how to work the system.  That tutorial animation file as I call 
it is a seperate osgb file.  So really I load the handmodel fbx, the two 
hemisphere fbx models and the one osgb model file. 

Barely anything at all.  My biggest issue, is even with a profiler (which I 
should be using anyways) I don't really know how to make sure my geometry is 
using fast code paths.  The only approach I've learned through looking at the 
forums and the osg exmaples, is to traverse through each model and make sure 
all of the geometry is set to use VBO instead of display lists (apropos my 
previous post with the traverser class).  

Are there other examples or approaches I am not aware of?

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