Hi Belthil, The topic of performance is way too big a topic for me to go into in a quick email. What I can say is 1) I've done well over 10,000,000 points are interactive framerates on similar hardware to yours, 2) use VBO's and segment your data up so you have say 10,000 points for osg::Geometry, finally you are almost always memory and/or bandwidth limited when you start dealing with lots and lots of data, and you won't see much effects with using shaders or not.
On 5/11/07, belthil <[EMAIL PROTECTED]> wrote:
In fact, what i would like to do, is to be able to display as many points as possible. So if with 100 000 points my application starts to slow down, it would be better if i could display 1 000 000 (why not) points with an application that is not slow and that uses a precise technology like shaders. That's my main issue i want to know if it's possible or not and i want to resolve. Maybe a solution would be to create points that are shaders and that are not GL_POINT if it is possible. And the second thing, is that as i explained i don't understand why the frame rate is exactly the same by using very simple shaders code or by not using them. Belthil Créez votre adresse électronique [EMAIL PROTECTED] 1 Go d'espace de stockage, anti-spam et anti-virus intégrés. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
_______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
