Bonjour Rémy,
> Just a stupid question : if the bottleneck is the update of the hose,
> what would you think about using VBOs ?
>
Well, on a hunch yesterday before leaving I did something that actually
improved things quite a bit: Before, when I wanted to switch off display
lists, I would u
Just a stupid question : if the bottleneck is the update of the hose,
what would you think about using VBOs ?
Laurent Di Cesare a écrit :
> Jean-Sébastien Guay wrote :
>
>> Hello,
>>
>> For now, we are creating some geometry (quad strips, specifically) to
>> display the cables, and assigning
> needs to be downloaded?
> thanks
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien
> Guay
> Sent: Monday, February 04, 2008 12:18 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Displaying cables
&
t: Re: [osg-users] Displaying cables
Hello Anders,
> I did something similar a while back.
> http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi
Wow, very nice!
> Also I did not spend that much time on the calculation of texture
> coordinates, which is as far as I know a fa
Hi Mike,
Thanks for the pointer about the GPU pipeline, I'll check it out.
> So you're drawing 6x as many quads as necessary; that's seems a good
> rationale to learn geometry shaders! :-) That and moving texcoord generation
> off the CPU and into the vertex shader.
I'm pretty anxious to try
Hello Anders,
> I did something similar a while back.
> http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi
Wow, very nice!
> Also I did not spend that much time on the calculation of texture
> coordinates, which is as far as I know a fairly hard problem.
We're pretty satisfied with
Hi J-S,
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> Sent: Monday, February 04, 2008 12:55 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Displaying cables
>
> Hello Mike,
Hello Mike,
Thanks a lot, good questions and suggestions here.
> - any ideas on exactly where you're bottlenecked?
>
As I said, if I set nodemask to 0 on the cables the draw time goes way
down. So I'm pretty sure the bottleneck is there (in other words, it's
not how I build the geometry, beca
t;
>
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> > Sent: Monday, February 04, 2008 9:43 AM
> > To: OpenSceneGraph Users
> > Subject: [osg-users] Displayin
tion given cable/segment lengths.
Cheers
-- mew
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> Sent: Monday, February 04, 2008 9:43 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] Displayi
Jean-Sébastien Guay wrote :
> Hello,
>
> For now, we are creating some geometry (quad strips, specifically) to
> display the cables, and assigning texture coordinates to that geometry,
> on the fly.
>
(...)
> I know the cable display needs to be optimized because if I just set the
> cables'
ROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 02/04/2008 10:42AM
Subject: [osg-users] Displaying cables
Hello,
I imagine this is pretty common, I'm just looking for a few hints of how
to optimize things.
Our apps need to display cables (and most of the time, a large number of
them). The cables
Hello,
I imagine this is pretty common, I'm just looking for a few hints of how
to optimize things.
Our apps need to display cables (and most of the time, a large number of
them). The cables themselves are controlled by a physical simulation
which gives us a set of transforms for the ends of e
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