Dear All, I have a geometry with a simple heightfield type vertex array; I'm also using VBO. I want to repeat that VBO in quite a lot of places.
The heighfield can be considered as a terrain "tile" (e.g. 100m x 100m) , with which I want to tile a much larger area (e.g. >1km x 1km). The method I have so far implemented is to have the following scenegraph: Group / | \ / | \ G1 G2 G3 \ | / \ | / Tile with VBO and vertex shader where G1..Gn are simple groups which set a tile_offset uniform. The vertex shader on the tile uses the tile_offset to modify the vertexes for each tile. This all works OK. However, I am concerned that this is not the best route for high performance when the tile count is quite high. e.g. is it better for G1...Gn to be matrix transforms (presumably not, although an easy thing for me to test). Is this a good example for the geometry instancing extensions? So, does anybody have any good advice for doing this kind of thing in a better way within OSG? Pointers or examples (or even hints) would be appreciated... Thanks in advance, David
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