The Geometry class will use display lists, vertex arrays, buffer objects, or
some combination thereof, depending on how you configure it. However,
assuming it decides to use vertex arrays, it would just be making the same
OpenGL calls as your vanilla OpenGL application, so the performance should
be very comparable (all other things being equal). There's nothing "magic"
that OSG does with vertex array calls that your own OpenGL application can't
do, if that's what you're wondering about.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/> 
303 859 9466
 

 

  _____  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Friday, May 18, 2007 7:55 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

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