Hi, Robert.
It works great!!! That callback really did the trick. I had no idea I can
pass new array of vertex to it every frame!
Is it possible to do the same as I did with lines with billboards? To pass a
changing number of them to geode each frame during update?
Thanks,
Ivan
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-------------- Posredovano sporočilo --------------
From: "Ivan Bolčina" <[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Date: Tue, 12 Dec 2006 17:01:55 +0100
Subject: Re: [osg-users] How to render one node just by using generic
OpenGL API
Just one more question...
I will go "osg::Geometry" way. Just one more question. Can I decide on
each frame how many lines will be draw? If I set a large buffer and than on
each frame decide that i want to render 234 lines of all possible 1000?
2006/12/12, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi Ivan,
>
>
> On 12/12/06, Ivan Bolčina <[EMAIL PROTECTED] > wrote:
> > About my problem. Simple. There are bullets on scene(laser beams).
> Their
> > number can be in typical range from 1 to 1000. They are represented
> with
> > lines. Line has a length of 10, and two colors.
> >
> > I ment to draw them using a single drawable that is in geode. Drawable
> would
> > use glbegin,glvertex....,glend stuff. I would'n do any geometry
> > transformation etc.. For culling I would relly on openGL.
> > At least that was my idea.
>
> A couple of suggestions:
>
> 1) if you are concerned about performance don't use glBegin/glEnd.
>
> 2) osg::Geometry supports rendering of lines, you can update the
> vertex positions on the fly. See the osggeometry example. For
> updating geometry on the fly you'll need to disable
> display lists via geometry->setUseDisplayList(false).
>
> 3) Perhaps osgParticle is appropriate.
>
> 4) Finally if you really want great performance but low CPU dispatch
> overhead consider
> using a static geometry but animating the vertex position via
> shaders. The rain and
> snow precipitations effects work this way and are able to handle
> hundreds of thousands
> or particles per frame at 60Hz with minimal load on the CPU and
> pretty light load on the
> GPU.
>
> Personally I creating a subclass from osg::Drawable for this task
> would be anywhere on my possible range of ways of tackling the task.
>
> Robert.
>
>
>
>
>
> Fo
>
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>
>
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