<div dir="ltr"><div>Hello, <br></div><div><br></div><div>You will need to subsample that, 4GB is way too much to display at once unless you have crazy hardware. One way of doing that is by building an octree and rendering only a fixed amount of points closest to the camera position. <br></div><div><br></div><div>For the rendering itself the fastest method is to use instancing and a custom shader that will generate whatever needs to be displayed for each point e.g. using a geometry shader. In that way you can render a few millions of points every frame without too much craziness if you have decent hardware.<br></div><div><br></div><div>Jan<br></div><div><br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, 6 Oct 2020 at 01:18, OpenSceneGraph Users <<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Hi Community,<div><br></div><div>This might be an easy issue but I am struggling just with it. I have an array of 4GB of vertex data (position, normal, color) and I am trying to render the most optimal way. I am considering creating batches but it is not working well. Any hints, snippets are highly welcome!</div><div><br></div><div>Thanks a bunch as always!</div><div><br></div><div>Cheers,</div><div>Nick<br clear="all"><div><br></div>-- <br><div dir="ltr">trajce nikolov nick<br></div></div></div>
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