I'm looking for ideas/the correct way to implement a vertex array or VBO in OSG that gets updated each frame.
I have a camera that renders to a FBO. It renders a bunch of rain drops to an alpha texture that is applied to a cars windshield. Each frame on the CPU I update the rain drops to move down, and I also spawn new ones and erase ones where the wipers wipe them away. I created a callback class inherting from osg::Drawable::UpdateCallback, that gets called each frame, I perform my logic and then re-use the same osg::Vec3Array and just update it per frame and then reset the drawable with: osg::Geometry* geometryNode = drawable->asGeometry(); geometryNode ->setVertexArray(rainState->vertices); Unfortunately this setVertexArray is killing my framerate from 98 to 78. All this does is make the Drawable::draw() function make a new display list, do the draw functions and finish. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63294#63294 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

