Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-06 Thread Christian Sam
thank you all for the performance hints, as far as i have understood you, i should try to move from a "geode->addDrawable(createSingleTreeSprite)" to a "geode->addDrawable(createMultiTreeGeometry(Cell)). with that approach also different tree geometry (width/size) should be possible without per

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-06 Thread Robert Osfield
Hi Cristian, For best performance clumping geometry together into a smaller set of large tree clusters would be best. As Roland says the osgforest example does flesh out all the different approach that one can use, and misses some that provided the best performance such as clustering lots of tree

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-06 Thread Roland Smeenk
> VBO's are better for dynamic geometry, but do have a higher CPU overhead than > display lists. Remember that display lists are deprecated in OpenGL 3.0 and moved into an extension in OpenGL 3.1. The advised path is using VBO's... > refering to osgforest as example ... I am not too happ

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Christian Sam
hi, refering to osgforest as example, is a method like createTransformGraph, where the different looking trees are based on the same (scaled) tree model better from a performance point of view? i mean better than the two other fixed pipeline methods in this example thanks in advance, christian

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Robert Osfield
Hi Christian, VBO's are better for dynamic geometry, but do have a higher CPU overhead than display lists. However, whether you are using VBO or not, you probably still don't want to modify any geometry. It's far more efficient to updating vertex position via vertex shaders. I know too little a

[osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Christian Sam
Hi, i have a question about using VBOs and Display Lists in osg according to my OpenGL book, both methods will optimize rendering due geometry is moved to the graphics-hardware. it also says, a constraint when using display lists is, that data can't be changed afterwards. so its great for ren