Hi, I'm exploring a quadtree algorithm of my own, having one large vertex array and a set of precomputed indices as various DrawEelementUInt instances. During runtime ,in order to visualize/hide quadtree nodes, i attach/detach primitiveset by calling addPrimitiveSet/removePrimitiveSet to a to an existing osg::Geometry. Unfortunately i noticed that if quadtree node's size is higher than 64 (or something like that), (that's mean that i have to attach a primitiveset for 64 vertices) i can see a temporary (but noticeable) block on frame rate. I like to ask you if this is a correct way to playing with indices at runtime, or if there is some other trick i have to use to speed up attaching indices operation?
Thank you! Cheers, sergio ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73532#73532 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org