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? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62253#62253 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

