[osg-users] [Performance] Update dynamic vertices in drawable by external incoming data

OpenSceneGraph Users osg-users at lists.openscenegraph.org
Wed Feb 19 06:19:09 PST 2020


Hi Robert,

thank you for your advice about initial setup of a big array. That is a big 
help.

As you said:    *"There a number of ways to go about this type of task, 
which route to take will depend on your needs/hardware available."*

My hardware is a window10 PC with intel i7 8550U CPU and intel Graphics 
620.   

Later I will add more objects(e.g bounding box, point cloud maybe) to 
render in my program and I am not aware of how much computation it will 
demand. Could you please point out one link or reference of "a number of 
ways"?  I would really appreciate that.

Regards,
Yuan

Am Mittwoch, 19. Februar 2020 14:34:05 UTC+1 schrieb Robert Osfield:
>
> HI Yuan,
>
> There a number of ways to go about this type of task, which route to take 
> will depend on your needs/hardware available.
>
> In principle pass 400-800 points each frame is not a large and should work 
> easily at 60fps without any issues.  One most efficient way to do this is 
> to create an array which is large enough for the maximum number of points 
> you'll need and allocate this at the start, then just fill in the parts of 
> the array that you need, and set the DrawArrays to just reference the 
> portion you need.  For instance you could allocate an osg::Vec3Array of 
> 1000 vertices at setup, then never resize it.  Each time you update the 
> data you'll need to call array->dirty() to force the VBO to be updated.
>
> Also when doing bechmarking mark sure you are using a release build of the 
> OSG and your application as this can make a huge difference.
>
> Cheers,
> Robert.
>

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