Hi Paul,

On Tue, Dec 2, 2008 at 8:57 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> You are correct that code can access ShapeDrawable primitive/vertex data
> using the PrimitiveFunctor. Let me explain my thinking in more detail...
> ...

Thanks for the explanation.

>... (I think there's a notify message when a Geometry takes the
> slow path; perhaps we should bump up its verbosity to WARN.)

Perhaps this is something the Optimizer could do - have a warning
pass, or just a conversion pass that generates all the osg::Geometry
without indices - there is a method in osg::Geometry that does this
already:

        bool suitableForOptimization() const;

        void copyToAndOptimize(Geometry& target);

> However, it seems to me that coding time would be better spent optimizing
> one's data to not use sub-optimal rendering features.

It's curious how often I have strongly made the point about not using
vertex indices for performance reasons, the  comment in osg::Geometry
next to all the vertex indices code is pretty clear too:

 /** deprecated - forces OpenGL slow path, just kept for backwards
compatibility.*/

Yet users still want to use it.  With the coming of OpenGL 3.0 and
OpenGL ES and the lack of display lists and slow path support this is
becoming even more of an issue.

Something I've been planning on doing for a while is to move all
vertex index support out of osg::Geometry to prevent this type of
misuse of deprecated feature.  Perhaps it's time for me to do it -
support for reading old data files will be the awkward part.

Robert.
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