Hi Belthil,

VBO's and shaders are orthogonal w.r.t performance and functionality.
VBO's are just an efficient means for managing memory in OpenGL driver
space CPU and GPU.

What you are doing wrong I can't say.  It worked great for me, so you
must be doing something different.  I can't walk you through this
stuff, don't have time.

Robert.

On 5/11/07, belthil <[EMAIL PROTECTED]> wrote:

Hi Robert!

    I tried what you told me. I segmented my data into an octree and i used
VBO's but it is worse than with shaders. And i have got until 78 850 points
only displayed at the same time which is quite far from your 10 000 000
points. I don't know how you succeeded in displaying so many points, if i
did understand what you said, but shaders and VBO's make the frame rate of
my application dropping.
To be sure about the way i made those part of my application, well, the code
i wrote for the shaders is the one i sent in a previous email. And the code
for VBO's was just to add this line to my Geode:
Geode->setUseVertexBufferObjects(true);

Do i handle in a bad way shaders or VBO's? I do not have any other idea to
try having better things in my application to improve the display of more
points.

Belthil




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