> [...] it'd be a colossal performance hit [...]

Meassuring on my Radeon X1300 mobile using oglperf:

========= glColor frequency =========
overall:             24 mil. vertex/second
perStrip(4vertices): 22
perTriangle:         20
perVertex:           14

Results: Performance ok on triangle level. Acceptable on vertex level.

========= glColor frequency using display lists =========
overall:             17 mil. vertex/second
perStrip(4vertices): 15
perTriangle:         21
perVertex:           21

Result: drivers are probably not optimized for overall and perStrip?
Anyway, without problems.

========= pointLight and glMaterial =========
overall:             22 mil. vertex/second
perStrip(4vertices): 15
perTriangle:         10
perVertex:            5

Result: Performance divided by 4.

========= pointList and glMaterial for diffuse only =========
overall:             22 mil. vertex/second
perStrip(4vertices): 20
perTriangle:         17
perVertex:           11

Result: Performance halved.

John



Robert Osfield napsal(a):
Hi Tim,

On 3/23/07, Bentley, Tim AMRDEC/Torch <[EMAIL PROTECTED]> wrote:

Unfortunately I need to set the ambient, diffuse, specular, and
shininess for each material at each vertex in the model.  The "lowest"
level I have been able to find that allows me to apply materials in OSG
is at the Geometry class, through a StateSet.  Is this the case or am I
overlooking something?

The OSG is not set up to change material properties at this level of
granularity, and it'd be a colossal performance hit doing such find
grained state changes.  You really really don't want to be trying
this, the OSG doesn't support, and nor should it.

A better route would be to use a vertex shader to set up the lighting
model per vertex by read multiple vertex attributes for each of the
ambient, diffuse, specular and shininess.

Robert.
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