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
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
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
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
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
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
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