I moved across to Tanguy's code because it was faster, and more robust and appeared at the time to provide just as efficient tristripping.
It is worth noting that when I originally moved the code across I was getting good performance improvements with tri stripping, doing so more recently, say last year/six months the results have been rather mixed, sometimes faster, sometimes slower. I haven't had a chance to investigate. It might be that I've just tested it on a wider range of code, it could be that in fixing a bug we've inhiteched something else, or it could simply be that OpenGL drivers and hardware have changed and have a different set of senstivities w.r.t performance.
Robert.
On 9/4/06, Igor Kravtchenko <[EMAIL PROTECTED]> wrote:
Hi!
I had a look at the TriStrip visitor of osgUtil based on the Tanguy
Fautre's code and
I just wondered what kind of benefit it has over the NVTriStrip's
(NVidia) code.
Supposed to be more performant, faster?
Stop me if I'm wrong, but the Tanguy's code seems to generated only tristrip
whereas the NVidia's code can stay in trilist if required.
Any remark is welcome,
Igor.
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