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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

