Hi Cedric,
The TriStripVisitor is really something that was valuable 5+ years
ago, these days modern graphics cards prefer larger primitive batches
using index triangle meshes, with the index ordering optimized to make
the best use of the vertex cache on the GPUs. The problem with
tri-stripping i
Hi,Currently, you can run optimizer with INDEX_MESH | VERTEX_PRETRANSFORM | VERTEX_POSTTRANSFORM (you can do this with osgconv and OSG_OPTIMIZER env) afterwards to make indexed triangles list from it.With tristripping being optional it'll be easier though 27.03.2012, 17:39, "Cedric Pinson" :Hi,So
Hi,
So I guess we should make it optional to build tristrip or not. It's completely
insane the performance difference I have.
Cedric Pinson
Provide OpenGL, WebGL services
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On Mar 27, 2012, at 09:23 , Sergey Poli
Hi Cedric Cant say bout intel\ati as i didnt tested them, but on nvidia drivers with display lists enabled it works great (in worst case about same speed as single draw call with indexed triangle list) Without display lists draw speed is awful though. 27.03.2012, 03:57, "Cedric Pinson" :Hi Robert a
Hi Robert and all users,
I was wondering if it still makes sense to use the stripifier like in the
osgUtils::simplifier, in the end it generates a lot of draw calls and make the
geometry slow. To fix this I disabled the stripifier in my osgconv bin when
using simplifier.
I was curious if it mak
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