Hi Sean,
On Tue, Dec 21, 2010 at 5:40 AM, Sean Spicer While digging, it looks
like there are several ways to optimize vertex
arrays for the caches on various GPUs...have you looked at all at
this? Are there any reasonable rules-of-thumb for organizing the
vertex arrays such that they make
Thanks Robert, will do.
Happy Holidays!
_
Sean Spicer
Aqumin (www.aqumin.com)
Office+1.713.781.2121
Mobile...+1.713.447.2706
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On Tue, Dec 21, 2010 at 2:53 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi
Robert, Wojciech,
Thank you for the advice, this is pretty much exactly what I
discovered after some further research. This particular code is
pretty old, and I've now re-factored it to use indexed tri-sets
instead of tri-strips and things are much better.
While digging, it looks like there are
Hi Sean,
In general when moving from display listed data to VBO's it's best to
avoid using tri-strips with separate osg::DrawElements and instead
using a single osg::DrawElements containing just GL_TRIANGLES. This
will be more duplicated indices but far less overhead in set up and
dispatch.
Subject: Re: [osg-users] VertexBufferObject usage very slow...
Robert,
Some more data...
Looks like we're drawing approx 100K tri-strips every frame. The
glDrawElements call is the culprit...though I'm still baffled by why
it is so much slower with VBOs than in immediate mode. Perhaps the
drawing
Hi Sean,
I haven't seen any perfomance slow downs with VBO usage. I've been
testing the VBO side pretty heavily over the last week, using paged
databases that use VBO's.
A VBO vertex array of size 65535 is not particularly large at all and
shouldn't present any issues. Are you dynamically
Hi Robert,
We are not updating the data frame-to-frame, which is why this is so
baffling. I'm working through the issue with gDebugger now - if you
don't have any suggestions off the top of your head, then I'll start
digging and report back what I find, since I don't have time try and
duplicate
Robert,
Some more data...
Looks like we're drawing approx 100K tri-strips every frame. The
glDrawElements call is the culprit...though I'm still baffled by why
it is so much slower with VBOs than in immediate mode. Perhaps the
drawing isn't sorted by VBO so that all of the triangles drawn from
Hi Everyone,
Working off the OSG trunk this afternoon, I tried some experiments
with VertexBufferObjects and our geometry (all on the fast path). The
only deltas in our code are as follows...all timing as measured by OSG
stats:
geometry-setUseDisplayList(true)
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