Hi,
Currently, you can run optimizer with INDEX_MESH | VERTEX_PRETRANSFORM | VERTEX_POSTTRANSFORM (you can do this with osgconv and OSG_OPTIMIZER env) afterwards to make indexed triangles list from it.
With tristripping being optional it'll be easier though
 
27.03.2012, 17:39, "Cedric Pinson" <cedric.pin...@plopbyte.com>:
Hi,
So I guess we should make it optional to build tristrip or not. It's completely insane the performance difference I have.

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Mar 27, 2012, at 09:23 , Sergey Polischuk wrote:

Hi Cedric
 
Cant say bout intel\ati as i didnt tested them, but on nvidia drivers with display lists enabled it works great (in worst case about same speed as single draw call with indexed triangle list)
 
Without display lists draw speed is awful though.
 
27.03.2012, 03:57, "Cedric Pinson" <cedric.pin...@plopbyte.com>:
Hi Robert and all users,
I was wondering if it still makes sense to use the stripifier like in the osgUtils::simplifier, in the end it generates a lot of draw calls and make the geometry slow. To fix this I disabled the stripifier in my osgconv bin when using simplifier.
I was curious if it makes sense for some other usage ? in the osgjs I use it but at the end I generate dummy vertexes to make one big strip without that it just drains performance.
I mean if everybody feels the same we could start to submit patch to avoid it or as a standalone operation.
Any other thoughts about it ?
Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

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