[osg-users] Limit in size of VBOs?
Gedalia Pasternak
gpasternak at mak.com
Fri Sep 8 12:13:23 PDT 2017
I've seen a perf hit from using VBO's over display lists, but it's been
worth it to be able to debug rendering with NSight, The modern OSG opengl
clean path has a few other perf hits. The various model/view/projection
matrix should probably be a uniform buffer object, instead of independent
uniforms. That speeds up rendering a bit as well.
-gedalia
On Fri, Sep 8, 2017 at 12:17 PM, Robert Osfield <robert.osfield at gmail.com>
wrote:
> On 8 September 2017 at 17:13, Antoine Rennuit <antoinerennuit at hotmail.com>
> wrote:
>
>> Robert,
>>
>> Thanks a lot for you answer.
>>
>> Your positions makes sense. As for the overheads in relation to
>> optimizations and default behaviors, my position is that OSG should be as
>> standard as possible (i.e. look like default GL), so as to ease the
>> learning curve - but leave the possibility to optimize. Now, it is only my
>> opinion and you and your 15 years of experience are final judges ;)
>>
>
> 15 years of experience.... I wish I was so young!
>
> I've actually being using IrisGL then OpenGL since 1992, so 25 years!! :-)
>
> As to default GL, well it's a bit of open book. Which version of default
> GL? GL1.x, GL2.x, 3.x, 4.x? GLES 1.x. 2.x, 3.x? What hardware? What OS?
>
> With middleware like the OSG we're stuck trying to weave out a way through
> all this variations as they evolve over time, it's not a static or unified
> platform we are trying to track. The OSG can try to hide some of the
> complexities but in the end it's something application developers need to
> be aware of as well.
>
> Robert.
>
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