Hi, everyone:
I'm a new hand to both OpenGL and OpenSceneGraph, and I wan to know when using osg::geometry to draw objects, is there any recommendations that can optimize the rendering efficiency? I'm now rendering some geometry, the vertices are shared, but the attributes (color, user attributes) are not shared, however, the attributes are the same for every primitive, say Quads. And I have to make a decision of which method to use: (1) Create every used vertex without sharing and every attribute for each vertex, so that I can use fast-path. (2) Create no duplicated vertex and using DrawElementsUInt, but in this way, I can't bind attribute(color , user attribute) per vertex, so that fast-path can't be used, but in this way, both the data amount of vertex and attribute are decreased dramatically, and glDrawElements() can use vertex arrays. I don't quite understand what a fast path is, and how much better efficiency it can earn. Could someone give me some advices? 3rd Floor, First Teaching building, State Key Lab of CAD&CG, Zhejiang University, Hangzhou, China TEL: 86-571-87953465 MOBILE: 86-13588493677 EMAIL: <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED] MSN: <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
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