Hey Dirk,

thank you for this detailed answer.

 >> How would you recommend to render an OpenSG geometry as a dynamic 
draw VBO?
 >> Is there a possibility to write a RenderAction?
 >
 >You wouldn't have to do that, it would be enough to change the Geometry.
 >

ok, how far do you mean?
What I have to do to let the geometry be rendered as dynamic vbo?

 >
 >But, with the current model you probably won't gain very much in doing 
that. As
 >OpenSG has very little control over which thread has an active OpenGL 
context,
 >it cannot use direct writing to gfx memory, so the Property will 
always go to
 >main memory first, which is then copied to gfx memory on draw. 
Changing that
 >would be a major effort, as you wouldn't be able to create Geometry 
before the
 >window is open and the context active, and you would only be able to 
create new
 >geometry in the OpenGL thread.
 >
 >On the other hand I've seen very contradictory performance results 
comparing
 >static and dynamic, so I'm not sure how much benefit it really gives. You
 >probably gain more by switching off bounding volume updates, if you 
change the
 >geometry for every frame.

The thing is, I suppose, that dynamic drawn vbo's have benefits, if you 
often change the vertex properties.
For example, if you want to animate a geometry every frame.
But I'm not familiar with with OpenSG cluster rendering... so maybe if 
many nodes render one geometry,
there is only a little performance difference between static and dynamic 
vbo's.

 >
 >What are you trying to do, what is your bottleneck?
 >

I'm trying to deform a OpenSG geometry using NVIDA CUDA.
If you want to change geometry data with CUDA and you do not want to 
copy the data
from the cpu side ram to the gpu side ram and back again every frame, 
the only possibility is to access OpenGL Vbo's.

Sven
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