Hi Andre, On 8 March 2017 at 07:59, Andre Normann <[email protected]> wrote: > Hi Robert, > > when I use display lists instead of vertex buffer objects (using > osgUtil::GLObjectsVisitor), everything is fine with 3.4.0.
Good to hear you've been able to get the performance back. It doesn't quite get to the bottom of what is going on, but does give us some more clues. Use of VBO's shouldn't affect performance as much as you've seen, it can increase the draw dispatch overhead for models with a very large number of osg::Geometry, but for scenes with a moderate number of osg::Geometry and large number of vertices one normally sees a performance improvement. I have never see the scale of performance with use of VBO's, so something is happening somewhere in your scene graph or in the way the OSG is handling it so cause this massive increasing in the draw dispatch overhead. Unfortunately we don't yet have enough clues to know what it might be. Is there any chance that the osg::Geometry have vertex arrays that are set as dynamic/updated per frame? I'm just clutching at straws as downloading the VBO's on every frame would increase the draw dispatch time. Another possibility is that the GL driver is buggy and in certain combinations of usage falls off it's fast paths. What is the hardware and drivers that you are using? Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

