HI Tyler, You could try switching off VBO's as well to see if they prevents the stall. This isn't a long term solution as you'd ideally want to use VBO's but might give a bit more info.
I really don't know enough about your algorithm to suggest the best route forward, but as a general comment on performance, ideally you want static osg::Geometry and manage LODs at a higher level. Robert. On 4 May 2018 at 17:51, Tyler Durden <[email protected]> wrote: > Hi Robert. > In a base class i already use follow setup: > > meshGeometry->setDataVariance(osg::Object::DataVariance::DYNAMIC); > meshGeometry->setSupportsDisplayList(false); > meshGeometry->setUseDisplayList(false); > meshGeometry->setUseVertexBufferObjects(true); > > where meshGeometry is a osg::ref_ptr<osg::Geometry> > > ... > > Thank you! > > Cheers, > Tyler > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=73549#73549 > > > > > > _______________________________________________ > 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

