I think I'd create a single object to represent ALL of the objects of a given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use buffer objects and it will refer to the buffer object to fetch the vertices, indices, and possibly attributes for the appearance.
Then on each frame after you have received ALL the data, bulk assemble them together into memory buffers of vertices and appearance attributes, then shovel only those buffers to OpenGL once per frame. I assume frustum clipping is probably not your biggest concern, so I'd just ignore it for the most part by giving each object an artificially large bounding sphere. On Sat, Jun 1, 2019 at 5:29 AM Yu Qi <yuqi...@foxmail.com> wrote: > Hi, > By the way,the default vertex specification of geometry is > displaylist,if you need to change vertex frequently,use VAO and VBO. > > Thank you! > > Cheers, > Yu > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=76167#76167 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
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