Also be aware that on some architectures display lists are just plain
faster for static geometry in many cases. I've certainly seen that on
NVIDIA.

Glenn Waldron / @glennwaldron


On Tue, Feb 28, 2012 at 8:29 AM, Luc Frauciel <luc.frauc...@star-apic.com>wrote:

> Hi Martin,
>
> Be aware that for some combinaison of driver/hardware, VBO just don't work
> properly.
> I've encoutered the case on  some Intel/ATI chipsets.
> A simple terrain created with VPB couldn't be loaded.
> With VBO OFF, everything was OK.
>
> Be also aware that if you use small geometries, there is a high overhead
> with VBO at initialization.
>
> It could be a good idea to make VBO you default implementation, but don't
> forget to have fallbacks when things will go wrong (especially if you have
> no control over target hardware)
>
>
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-July/052968.html
>
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-August/015543.html
>
>        Luc
>
>
> De :"Martin Großer" <grosser.mar...@gmx.de>A :OpenSceneGraph Users <
> osg-users@lists.openscenegraph.org>Date:28/02/2012 13:01Objet :Re:
> [osg-users] Slow rendering with displaylist.Envoyé par :
> osg-users-boun...@lists.openscenegraph.org
> ------------------------------
>
>
>
> Hello,
>
> thanks to you, it was very helpful. Now I will only use VBOs.
>
> Greetings,
> Martin
>
>
> -------- Original-Nachricht --------
> > Datum: Tue, 28 Feb 2012 12:44:15 +0100
> > Von: Daniel Trstenjak <daniel.trsten...@science-computing.de>
> > An: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
> > Betreff: Re: [osg-users] Slow rendering with displaylist.
>
> >
> > Hi Martin,
> >
> > > That is basically true. I want to get a feeling about DisplayLists and
> > > VBOs. I know that the display list is a precompiled sequence of OpenGL
> > > commands. That is the reason that I tought the display lists should be
> > > faster. But the question isn't the comparison, but the slow render
> > > performance when I want to use display lists. I think everything is
> > > wrong in my implementation. But I don't know what.
> >
> > My point about system/graphics card memory is wrong. I thought
> > about glVertexPointer, but this call isn't even compiled into
> > a display list and shouldn't be used with one.
> >
> > So OSG will most likely use glBegin/glEnd to put the vertex data into
> > the display list.
> >
> > It boils down to what Mathias ;) said, it's an implementation issue,
> > dirty corner cases and driver developers don't optimize the
> > display lists anymore, because they're deprecated and just not used
> > that much anymore.
> >
> >
> > Greetings,
> > Daniel
> >
> > --
> >
>
> >
> >  Daniel Trstenjak         Tel   : +49 (0)7071-9457-264
> >  science + computing ag   FAX   : +49 (0)7071-9457-511
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