Thanks, I will just do this.
I'm a bit fuzzy as to what is or isn't part of the state in OSG (osg::StateSet,
things deriving from osg::StateAttribute, which buffer objects aren't). I guess
the rule is that everything that IS part of the state in OpenGL also is part of
the state in OSG.
Fred
Hi Fred,
On 22 May 2012 06:53, Fred Smith osgfo...@tevs.eu wrote:
I'm a bit fuzzy as to what is or isn't part of the state in OSG
(osg::StateSet, things deriving from osg::StateAttribute, which buffer
objects aren't). I guess the rule is that everything that IS part of the
state in OpenGL
Hi,
I have some geometry that is making use of a VBO. The VBO contains an extremely
large number of vertices. Similarly, I have an element buffer (EBO) that
contains a large amount of indices. I need to render some objects that
reference selected vertices of the VBO and selected indices of the
Hi Fred
Take a look to osg::Array::setVertexBufferObject to assign
VertexBufferObject to an array,
and to osg::Geometry::get(Vertex | Color | ... | Attrib)Array() to get
access to arrays
then
Take a look to osg::DrawElement::setElementBufferObject to assign
ElementBufferObject
and
Hi David,
Thanks for the quick reply!
ledocc wrote:
I already have to do this kind of optimization, I have used a NodeVisitor to
traverse
the graph and assign VBO and EBO to geometries.
Sounds like you are reusing the same VBO/EBO for all geometries. Did you check
that OSG is indeed not
Hi Fred
ledocc wrote:
I already have to do this kind of optimization, I have used a
NodeVisitor to traverse
the graph and assign VBO and EBO to geometries.
Sounds like you are reusing the same VBO/EBO for all geometries.
Yes I did
Did you check that OSG is indeed not
6 matches
Mail list logo