Hello Ahmed,
What is better for performance (and/or) memory?
1- Share a sphere geometry between more than one node after transform and
scale.
Or build a new sphere with the correct size and place.
In general it is preferable to share geometry and use transforms if the
objects are identical, since this will mean that the vertex data can be
sent to the video card once and used for both objects. Transforms are
generally not much of a performance problem since the OpenGL pipeline
will transform all vertices anyways, so if you add a few transforms, it
just translates into a few additional matrix multiplications, which the
hardware is very optimized for.
Though unless your spheres are extremely tessellated (osgOQ demo anyone?
:-) ) it won't make much difference in this simple case on modern hardware.
Hope this helps,
J-S
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Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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