I've seen a perf hit from using VBO's over display lists, but it's been worth it to be able to debug rendering with NSight, The modern OSG opengl clean path has a few other perf hits. The various model/view/projection matrix should probably be a uniform buffer object, instead of independent uniforms. That speeds up rendering a bit as well. -gedalia
On Fri, Sep 8, 2017 at 12:17 PM, Robert Osfield <[email protected]> wrote: > On 8 September 2017 at 17:13, Antoine Rennuit <[email protected]> > wrote: > >> Robert, >> >> Thanks a lot for you answer. >> >> Your positions makes sense. As for the overheads in relation to >> optimizations and default behaviors, my position is that OSG should be as >> standard as possible (i.e. look like default GL), so as to ease the >> learning curve - but leave the possibility to optimize. Now, it is only my >> opinion and you and your 15 years of experience are final judges ;) >> > > 15 years of experience.... I wish I was so young! > > I've actually being using IrisGL then OpenGL since 1992, so 25 years!! :-) > > As to default GL, well it's a bit of open book. Which version of default > GL? GL1.x, GL2.x, 3.x, 4.x? GLES 1.x. 2.x, 3.x? What hardware? What OS? > > With middleware like the OSG we're stuck trying to weave out a way through > all this variations as they evolve over time, it's not a static or unified > platform we are trying to track. The OSG can try to hide some of the > complexities but in the end it's something application developers need to > be aware of as well. > > Robert. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- DI-Guy Engineering Lead, VT MÄK 150 Cambridge Park Drive, 3rd Floor, Cambridge, MA 02140
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