Hi folks, sorry I didn't chime in earlier - was on the road. Like Wojtek said, this doesn't seem to be reproducible when using newer NVidia drivers, and it's not an issue that we hear about often. Good driver support of vertex buffer objects used to be pretty spotty, which is why we introduced the SILVERLINING_NO_VBO environment variable to bypass them. SILVERLINING_NO_BINDLESS exists for the same reason (for bindless graphics on NVidia.)
However, you're right in that using SILVERLINING_NO_VBO does lead to a crash in the current SDK. I've fixed that for the upcoming SilverLining 2.36 release (all it is is changing the SL_FREE(buf) in line 238 of SilverLiningOpenGL.cpp to free(buf) ). I'll add a blurb in the troubleshooting section of our docs about what to do if you experience mysterious framerate degradation as well. Thanks for using our products, Frank Kane Founder Sundog Software LLC ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46386#46386 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org