Re: [osg-users] Fwd: Re: Color array optimization

2010-04-12 Thread Vincent Bourdier
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

Re: [osg-users] Fwd: Re: Color array optimization

2010-04-08 Thread Vincent Bourdier
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

Re: [osg-users] Fwd: Re: Color array optimization

2010-04-07 Thread Ulrich Hertlein
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

Re: [osg-users] Fwd: Re: Color array optimization

2010-04-07 Thread Jason Daly
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

[osg-users] Fwd: Re: Color array optimization

2010-04-06 Thread Vincent Bourdier
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

Re: [osg-users] Fwd: Re: Color array optimization

2010-04-06 Thread Tim Moore
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