Re: [osg-users] Fwd: Re: Color array optimization
Hi, Le 07/04/2010 20:45, Jason Daly a écrit : Yes, BIND_PER_PRIMITIVE is bad. BIND_OVERALL is fine. I don't know of any Optimizer settings that do this, but it shouldn't be hard to write one. Just one last question ... Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ? Thanks. Regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: Color array optimization
Hi, Thanks for your answers, I just made it and it runs well. Regards, Vincent. Le 07/04/2010 20:45, Jason Daly a écrit : Ulrich Hertlein wrote: Hi Tim, On 7/04/10 15:12 , Tim Moore wrote: osg::Optimizer attempts to optimize for performance, not memory. The optimization you're proposing will have a negative impact on OpenGL performance. How do you figure? Vincent would like to replace BIND_PER_VERTEX colors with a BIND_OVERALL color where possible. That is a very common thing to do in OSG and is, as I understand it, well supported even in OpenGL 3.0+ and OpenGL ES 2.0. Looking at that again, I may have confused that with BIND_PER_PRIMITIVE. Yes, BIND_PER_PRIMITIVE is bad. BIND_OVERALL is fine. I don't know of any Optimizer settings that do this, but it shouldn't be hard to write one. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: Color array optimization
Hi Tim, On 7/04/10 15:12 , Tim Moore wrote: osg::Optimizer attempts to optimize for performance, not memory. The optimization you're proposing will have a negative impact on OpenGL performance. How do you figure? Vincent would like to replace BIND_PER_VERTEX colors with a BIND_OVERALL color where possible. That is a very common thing to do in OSG and is, as I understand it, well supported even in OpenGL 3.0+ and OpenGL ES 2.0. Looking at that again, I may have confused that with BIND_PER_PRIMITIVE. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: Color array optimization
Ulrich Hertlein wrote: Hi Tim, On 7/04/10 15:12 , Tim Moore wrote: osg::Optimizer attempts to optimize for performance, not memory. The optimization you're proposing will have a negative impact on OpenGL performance. How do you figure? Vincent would like to replace BIND_PER_VERTEX colors with a BIND_OVERALL color where possible. That is a very common thing to do in OSG and is, as I understand it, well supported even in OpenGL 3.0+ and OpenGL ES 2.0. Looking at that again, I may have confused that with BIND_PER_PRIMITIVE. Yes, BIND_PER_PRIMITIVE is bad. BIND_OVERALL is fine. I don't know of any Optimizer settings that do this, but it shouldn't be hard to write one. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: Re: Color array optimization
Hi Robert, The optimization I am currently working on is the good usage of binding. Some of our code generate color array with a color by vertex, even if the color is the same for each vertices... keeping only one color using the binding overall, we can obtain a considerable file size reduction. Thanks for your answer. Regards, Vincent. Le 06/04/2010 17:42, Robert Osfield a écrit : Hi Vincent, On Tue, Apr 6, 2010 at 8:31 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Looking for optimization I'm currently searching a color Array optimizer. Something modifying the color array and its binding when possible, of course without modifying the render of the geometry. Is there something like that ? I didn't found anything in the osgUtil::optimizer documentation. There isn't a specific color array optimization. I'm rather curious about what you'd optimize about a colour array. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: Color array optimization
On Wed, Apr 7, 2010 at 3:23 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote: Hi Vincent, On 7/04/10 2:04 , Vincent Bourdier wrote: The optimization I am currently working on is the good usage of binding. Some of our code generate color array with a color by vertex, even if the color is the same for each vertices... keeping only one color using the binding overall, we can obtain a considerable file size reduction. osg::Optimizer attempts to optimize for performance, not memory. The optimization you're proposing will have a negative impact on OpenGL performance. How do you figure? Vincent would like to replace BIND_PER_VERTEX colors with a BIND_OVERALL color where possible. That is a very common thing to do in OSG and is, as I understand it, well supported even in OpenGL 3.0+ and OpenGL ES 2.0. Tim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org