Re: [osg-users] StateSet sharing for max performance

2010-07-05 Thread Robert Osfield
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

Re: [osg-users] StateSet sharing for max performance

2010-07-04 Thread Riccardo Corsi
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,

Re: [osg-users] StateSet sharing for max performance

2010-07-04 Thread Martin Naylor
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

[osg-users] StateSet sharing for max performance

2010-07-01 Thread Riccardo Corsi
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

Re: [osg-users] StateSet sharing for max performance

2010-07-01 Thread Robert Osfield
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