Hi Martin,
On Mon, Jul 5, 2010 at 6:54 AM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
Sorry for the hijack
Um the right place to post new topics is in the a new thread.
I'll not reply to the rest of your message in this thread, please
start a new one so that others will spot it
Hi Robert,
I actually tested the 2 solutions and I can confirm there's only a
negligible difference in the cull traversal time, drawing time is just
the same.
So far solution 2 fits much better with my application, so I can pay
the little overhead.
Thanks,
Ricky
On Thu, Jul 1, 2010 at 17:01,
Subject: Re: [osg-users] StateSet sharing for max performance
Hi Robert,
I actually tested the 2 solutions and I can confirm there's only a
negligible difference in the cull traversal time, drawing time is just
the same.
So far solution 2 fits much better with my application, so I can pay
the little
Hi All,
in my scene I have many drawables that share the same settings/glsl
program - the needed params to render the different drawables are
already passed in as vertex attributes at geometry level.
I'd like to know it there's any difference, with respect to
performances, if I share the common
Hi Ricky,
The cull performance will be very slightly higher for method 2 as the
cull traversal will have to push/pop more state, but the draw
traversal will be identical between the two. There will be so little
difference in measurable performance I would suggest going for what
makes most sense
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