[osg-users] Huge perfomance issues

Chris Hanson xenon at alphapixel.com
Mon Jun 3 04:57:56 PDT 2019


Well, I hadn't thought it through, but I think you could use a single VBO
to hold, for example, all of the data for the Lines type objects. And
another VBO to hold all the data for the Polylines, etc. So, one Object and
one VBO to hold all the data for all the entities of each TYPE of Object.
Then, you can bulk load the current data into the VBO, update the VBO to
OpenGL, and let OSG draw it.

We're really just giving vague ideas here because we don't REALLY know the
internal architecture of your existing code or what other constraints or
restrictions might be in play that would affect the optimal solution.


If you want more in-depth advice, you'll probably have to explain more
about your application. If you need to do that under NDA or confidentially,
shoot me an email.


On Mon, Jun 3, 2019 at 10:31 AM Achilleas Margaritis <axilmar at gmail.com>
wrote:

> 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.
> >
> > 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.
> >
> >
> > 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.
> >
> >
> >
> >
> >
> >
> >
> >
> > On Sat, Jun 1, 2019 at 5:29 AM Yu Qi < ()> wrote:
> >
> >
> > > Hi,
> > >   By the way,the default vertex specification of geometry is
> displaylist,if you need to change vertex frequently,use VAO and VBO.
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > Yu
> > >
> > > ------------------
> > > 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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> >
> > --
> > Chris 'Xenon' Hanson, omo sanza lettere.  http://www.alphapixel.com/ (
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-- 
Chris 'Xenon' Hanson, omo sanza lettere. Xenon at AlphaPixel.com
http://www.alphapixel.com/
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