Hi Chris,

I would normally expect BIND_OVERALL to be faster than BIND_PER_VERTEX
for the various vertex attributes.  The thought I have as to reason
why BIND_PER_VERTEX to be faster would be if you had a mixture of
BIND_PER_VERTEX and BIND_OVERALL such that the OSG was having to
thrash between using vertex arrays for colour to using glColor.
However, even this I'd see as far fetched.  So I don't really have an
idea.

I'd recommend moving up to 1.2 or CVS though, this adds a GPU stats
report in Producer/osgProducer::Viewer that gives you an idea of how
much time is taken down on the GPU per frame.

Robert.

On 12/18/06, Dorosky, Christopher G <[EMAIL PROTECTED]> wrote:

I'm at a loss to explain this.

I have an object with about 400,000 vertices.
In the beginning, I took the lazy way and assigned a specific color to
each vertex.
So, I should be sending a color down the pipe per vertex.
Binding is BIND_PER_VERTEX.

So I wanted to try indexed coloring, since there is a pallette of about
64 colors, repeated.

To see how well I could possibly do, I changed the color binding to
BIND_OVERALL.

The draw time went from 17 Hz to 11 Hz. It got worse.


How can this be?

BTW - would it be faster to change the colors to a texture, and do
texture mapping?
But then what would I do with the color assignment, when overall is
slower?


Osgversion returns 1.0

Thanks,

Chris
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