Hi Shuxing,

I'm surffering from RSI right now so can't go into long explanations.
I have explained this stuff over the last month or so, so have a
search through the archives.  Also use the web to learn about the
OpenGL side.

Robert.

On 5/15/07, Shuxing Xiao <[EMAIL PROTECTED]> wrote:




Hi, everyone:



I'm a new hand to both OpenGL and OpenSceneGraph,  and I wan to know when
using osg::geometry to draw objects, is there any recommendations that can
optimize the rendering efficiency?



I'm now rendering some geometry, the vertices are shared, but the attributes
(color, user attributes) are not shared, however, the attributes are the
same for every primitive, say Quads.

And I have to  make a decision of which method to use:



(1)    Create every used vertex without  sharing and every attribute for
each vertex, so that I can use fast-path.

(2)    Create no duplicated vertex and using DrawElementsUInt, but in this
way, I can't bind attribute(color , user attribute) per vertex, so that
fast-path can't be used, but in this way, both the data amount of vertex and
attribute are decreased dramatically, and glDrawElements() can use vertex
arrays.



I don't quite understand what a fast path is,  and how much better
efficiency it can earn.



Could someone give me some advices?







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