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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