<div dir="ltr">Hi Antoine, <br><div class="gmail_extra"><br></div><div class="gmail_extra">Good to hear 3.4.1 fixed the issue. Suggests it was a bug in 3.4.0, as to what it might be I can't think of any specific fix that addressed a crash like you described. <br></div><div class="gmail_extra"><br><div class="gmail_quote">On 7 September 2017 at 15:57, Antoine Rennuit <span dir="ltr"><<a href="mailto:antoinerennuit@hotmail.com" target="_blank">antoinerennuit@hotmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">By the way, I was wondering if VBOs should not become the default draw mode. Defaulting to display lists is a bit old-fashioned no, if not deprecated, no?<br>
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What do you think?</blockquote><div><br></div><div>For master/next stable version of the OSG I may switch across to defaulting o VBO's. For 3.4.x I will stick with the defaults of display lists to avoid significant changes in behaviour.</div><div><br></div><div>The topic of display lists vs VBO's is not a clear cut one, VBO's might the "modern" way but for certain scenes (lots of small geometries) and certain drivers (NVidia) performance is still better with DL's. Even support in master for VertexArrayObjects doesn't completely change this, DL's can still be faster. I know as I've tried really hard to avoid the call overheads associated with not using DL's have and in the end just can't avoid the overhead completely - this is a big reason why Vulkan exists as OpenGL call overhead is serious performance issue when you have ten's/hundreds of thousands of separate geometries.</div><div><br></div>Robert.<br></div><div class="gmail_quote"><div> </div></div></div></div>