Hi Sergio, If you are dynamically changing data on an osg::Geometry make sure you switch off display lists, as it's typically very expensive in OpenGL to rebuild display lists.
geometry->setUseDislayLists(false); Robert. On 1 May 2018 at 22:13, Tyler Durden <[email protected]> wrote: > Hi, > > I'm exploring a quadtree algorithm of my own, having one large vertex array > and a set of precomputed indices as various DrawEelementUInt instances. > During runtime > ,in order to visualize/hide quadtree nodes, i attach/detach primitiveset > by calling addPrimitiveSet/removePrimitiveSet to a to an existing > osg::Geometry. > Unfortunately i noticed that if quadtree node's size is higher than 64 (or > something like that), (that's mean that i have to attach a primitiveset for > 64 vertices) i can see a temporary (but noticeable) block on frame rate. > I like to ask you if this is a correct way to playing with indices at > runtime, or if there is some other trick i have to use to speed up attaching > indices operation? > > > > > Thank you! > > Cheers, > sergio > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=73532#73532 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

