Hi Yanling, I'd recommend against using vertex indices as this will drop the osg::Geometry down to sending all data using OpenGL slow paths - and bypass VBO's.
Use straight vertex arrays without indices and use osg::DrawElementsUShort primitives to do the index, this combination will keep you on OpenGL fast paths, and allow you to take advantage of VBO's where supported. However, you might still fine display lists faster... it all depends on your data, and your graphics hardware/drivers. Robert. On 6/22/06, Yanling Liu <[EMAIL PROTECTED]> wrote:
Hi, please tell me whether following code is the corret way to use VBO in OSG. osg::Geometry *baseGeom = new osg::Geometry; baseGeom->setVertexArray(vvp); baseGeom->setColorArray(ccp); baseGeom->setNormalArray(nnp); baseGeom->setVertexIndices(iip); baseGeom->setNormalIndices(iip); baseGeom->setColorIndices(iip); baseGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::TRIANGLES, 0, iip->size())); baseGeom->setNormalBinding(Geometry::BIND_PER_VERTEX); baseGeom->setColorBinding(Geometry::BIND_PER_VERTEX); baseGeom->setSupportsDisplayList(false); baseGeom->setUseDisplayList(false); baseGeom->setUseVertexBufferObjects(true); Do I need to do anyting else to use VBO in OSG? Thanks. Yanling _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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