Hi, Joan

By default osg uses display lists, and they are usually at least as fast as fbo 
when drawing static geometry. If your geometry tristripped you get a lot of 
short strips, with vbo this issues a lot of drawing gl commands. With display 
lists driver usually can optimize them to draw together in one batch so it can 
be a lot faster. If you use triangle lists it should be about even. If you need 
to use vbo's you will get best speed with indexed triangle lists. Try to 
process your models with osgUtil::Optimizer with options INDEX_MESH | 
VERTEX_PRETRANSFORM | VERTEX_POSTTRANSFORM.

Cheers,
Sergey.

23.06.2011, 12:33, "Joan Navarro" <[email protected]>:
> Hi,
>
> I have a scene with a lot of .ive objects. I'm trying to get better frame 
> rates. Now I want to apply the VBO technique to the ive model. For this goal, 
> I traverse the object until I visit the geometry node (geom).
>
> At this point I write the following orders:
>
> geom->setUseDisplayList (false);
> geom->setUseVertexBufferObjects(true);
>
> As result the frame rate decreases.
>
> Is this the correct way to use VBO's with the .ive?
>
> Can I make something to improve my program with this technique?
>
> Thank you!
>
> Cheers,
> Joan
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40785#40785
>
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