Hi Chris, I would normally expect BIND_OVERALL to be faster than BIND_PER_VERTEX for the various vertex attributes. The thought I have as to reason why BIND_PER_VERTEX to be faster would be if you had a mixture of BIND_PER_VERTEX and BIND_OVERALL such that the OSG was having to thrash between using vertex arrays for colour to using glColor. However, even this I'd see as far fetched. So I don't really have an idea.
I'd recommend moving up to 1.2 or CVS though, this adds a GPU stats report in Producer/osgProducer::Viewer that gives you an idea of how much time is taken down on the GPU per frame. Robert. On 12/18/06, Dorosky, Christopher G <[EMAIL PROTECTED]> wrote:
I'm at a loss to explain this. I have an object with about 400,000 vertices. In the beginning, I took the lazy way and assigned a specific color to each vertex. So, I should be sending a color down the pipe per vertex. Binding is BIND_PER_VERTEX. So I wanted to try indexed coloring, since there is a pallette of about 64 colors, repeated. To see how well I could possibly do, I changed the color binding to BIND_OVERALL. The draw time went from 17 Hz to 11 Hz. It got worse. How can this be? BTW - would it be faster to change the colors to a texture, and do texture mapping? But then what would I do with the color assignment, when overall is slower? Osgversion returns 1.0 Thanks, Chris _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
_______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
