Hello again, There is something else that I thought of. Here is a diagram of what one of these drawables might look like:
http://imgur.com/lefTl.gif Because of the way that this drawable is generated (by recursively subdividing a quad), the indices are not necessarily in an order that is cache-friendly. For instance, the triangle in green is composed of indices 8, 12, 41. This may cause OpenGL to have to jump around the VBO in a random access fashion. Could this cause the lower frame rates when compared to my naive brute force method? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31599#31599 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org