Many thanks robert. so i will switch of
osgUtil::GLObjectsVisitor:
:SWITCH_OFF_VERTEX_BUFFER_OBJECTS
VBO :-) 2007/5/16, Robert Osfield <[EMAIL PROTECTED]>:
Hi Adrian, Performance optimization is a huge and complex topic. I'm not going to go into it now, search the archives. W.r.t VBO's vs display lists, I find VBO's slower for big complex models. Model with a small number of osg::Geometry which are all large work well with VBO, while models with a large number of osg::Geometry which all are small work best with display lists. Robert. On 5/16/07, Adrian Egli <[EMAIL PROTECTED]> wrote: > hi > > It got some probleme in opening of huge 3D database files (IVE format). At > the moment the file is first time displayed whe have to > check for 2 different cases: > > (1) case would be: the whole file content (scene) is displayed: we rotate > the camera, move the camera and so on, no probleme, the fps stay constant. > on my carte 10fps, you see quite huge > file. > > (2) the camera is in the center of the file, and only a small part of the > scene is display: we do same thing manipluating the camera, our movement is > not yet fluid. once we have displayed > the whole file once, part by part the scene is greate working. is there a > problem in transfering datas to the GPU? buffered object, better to use > displaylist? > > > i am using: > > m_sceneView->setDefaults(mode|osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT); > > > ((osgUtil::GLObjectsVisitor*)m_sceneView->getInitVisitor())->setMode( > > ((osgUtil::GLObjectsVisitor*)m_sceneView->getInitVisitor())->getMode()| > > osgUtil::GLObjectsVisitor::SWITCH_ON_VERTEX_BUFFER_OBJECTS > ); > > > regards > adegli > > > _______________________________________________ > 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/
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