[osg-users] Huge perfomance issues
Achilleas Margaritis
axilmar at gmail.com
Mon Jun 3 01:31:13 PDT 2019
Can you please elaborate? what do you mean by 'single object' and 'set this up to use buffer objects'?
Do you mean that a single OSG object can hold multiple VBOs or arrays of vertices?
Or do you mean to have a single vertex buffer and multiple OSG objects each one using part of that buffer?
Chris Hanson wrote:
> I think I'd create a single object to represent ALL of the objects of a given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use buffer objects and it will refer to the buffer object to fetch the vertices, indices, and possibly attributes for the appearance.
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> Then on each frame after you have received ALL the data, bulk assemble them together into memory buffers of vertices and appearance attributes, then shovel only those buffers to OpenGL once per frame.
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> I assume frustum clipping is probably not your biggest concern, so I'd just ignore it for the most part by giving each object an artificially large bounding sphere.
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> On Sat, Jun 1, 2019 at 5:29 AM Yu Qi < ()> wrote:
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> > Hi,
> > By the way,the default vertex specification of geometry is displaylist,if you need to change vertex frequently,use VAO and VBO.
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> > Thank you!
> >
> > Cheers,
> > Yu
> >
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> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=76167#76167 (http://forum.openscenegraph.org/viewtopic.php?p=76167#76167)
> >
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> --
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http://forum.openscenegraph.org/viewtopic.php?p=76175#76175
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