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

Reply via email to