You may find some benefit in going OpenGL due to the extra overhead that
may occur with using osg::Geometry, however, I suspect that it would be
very small.  That said, I currently do a similar operation as you
present in that I draw flightplans overlaying a scene.  For this, I use
straight OpenGL to draw the flightplan versus any OSG methods (there is
a long history on why I do it this way that doesn't relate at all to the
performance question you raise, but I digress).  But, I had to "tweak"
the code such as to balance the number of points (i.e., vertices) in the
drawing to achieve acceptable framerate and performance as well as a
smooth, accurate depiction of the flightplan.  For instance, I didn't
need to define a vertex to draw the flightplan at every 1-second
interval along the path when the aircraft was moving at 140-knots.

 

So, I would suggest looking at an algorithm for determining how many
points you really need to define the lines whilst balancing performance
and accurate depiction.

 

chuck

 

________________________________

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Friday, May 18, 2007 9:55 AM
To: osg users
Subject: [osg-users] OpenGL Vertex Arrays

 

Hey everyone, 

 

Will using direct OpenGL calls to make vertex arrays buy me any
performance increases over using osg::Geometry vertex arrays, or are
they one in the same? I am drawing lines that represent flight paths,
and when an aircraft flies over a particular part of the path it changes
color to show its path history. This has a noticeable effect on
framerate and performance, and right now I'm currently using straight
OpenGL to draw the lines (no vertex arrays). Should I just try
osg::Geometry for my dynamic data or is there a better solution? 

 

Thanks,

Jason

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to