Hi Julien, On 6 February 2017 at 10:33, Julien Valentin <[email protected]> wrote: > I remember your rejection, but it's not what I asked. > I would like your sentiment about what the book extract says about efficient > draw submission and basevertex based drawcall....
Personally I have plenty of more pressing things to work on the OSG than chase after a possible small benefit. For OSG-3.6 my focus will be completing my work on fixed function -> shader pipeline and fixing bugs. Please remember these potential gains are in the wider context of real application with a wider range of different potential bottlenecks, typically the CPU and GPU bottlenecks be such that you may not see expected benefits. The right way to optimize graphics applications is benchmark test cases that most closely follow the needs that your application/OS/hardware with require when dealing with real datasets. Narrow benchmarks won't typically reveal what bottlenecks the full application and full data will see so you have to be very careful about extrapolating possible bottlenecks. With the full application and data tests you get a real picture of the what are the biggest bottlenecks and these are ones that you will see the most benefit from optimizing. Given this context I would be sceptical about how much value will see in sharing VAO and using base vertex. With anything that adds complexity to the API and implementation you need to make sure there is real value in added them to justify this complexity. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

