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
>
>
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>
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