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update partial of geometry


 
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dingzheng
Newbie


Joined: 20 Sep 2013
Posts: 2

PostPosted: Tue Feb 25, 2014 9:56 am    Post subject:
update partial of geometry
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Hello Everyone,

I am a new osg user using 3.1.3. Recently I am trying to make a dynamic geometry drawing on win7 using NVIDIA.

I have one geometry which contains a huge number of primitive sets (for example 7000) and one vertices around 800,000. All the primitive sets are defined as range primitive set type. I use BIND_PRIMITIVESET in color binding. each set corresponds to one element in the colorarray. after constructing the geometry, the geometry display is ok. If I set using vertexbufferobject( true), my application is almost blocked. I got very very low frame rate. If I set using displaylist( true ), the frame rate is much high than using vertexbufferobject and my application works fine with the manipulations such zoom(in/out ).

Now, i got questions. my idea is only to change one element of the colorarray and hope only updating the primitive set which is linked to the changed color element. The rests of primitive sets should not be updated.
I hope this process should be fast and simple. But the dirtyldisplaylist update all colors and redraw all. So before I change the color, I set using displaylist as false, after changing, I set using display back as true. such way avoids to call dirtydisplaylist. but the speed almost is same as using dirtydisplaylist. My geometry data variance is set as Static.

I read some threads. Is 3.2 can solve this problem?

Can someone help me?

Thanks

ding

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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 11278

PostPosted: Thu Apr 17, 2014 3:05 pm    Post subject:
update partial of geometry
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Hi Ding,

Rather than using thousands of PrimitiveSet's try building your
geometry with a smaller set of PrimitiveSet, this will result in a
much lower CPU overhead when you are rendering without display lists.

Robert.

On 25 September 2013 11:03, ding zheng <> wrote:
Quote:
Hello Everyone,

I am a new osg user using 3.1.3. Recently I am trying to make a dynamic geometry drawing on win7 using NVIDIA.

I have one geometry which contains a huge number of primitive sets (for example 7000) and one vertices around 800,000. All the primitive sets are defined as range primitive set type. I use BIND_PRIMITIVESET in color binding. each set corresponds to one element in the colorarray. after constructing the geometry, the geometry display is ok. If I set using vertexbufferobject( true), my application is almost blocked. I got very very low frame rate. If I set using displaylist( true ), the frame rate is much high than using vertexbufferobject and my application works fine with the manipulations such zoom(in/out ).

Now, i got questions. my idea is only to change one element of the colorarray and hope only updating the primitive set which is linked to the changed color element. The rests of primitive sets should not be updated.
I hope this process should be fast and simple. But the dirtyldisplaylist update all colors and redraw all. So before I change the color, I set using displaylist as false, after changing, I set using display back as true. such way avoids to call dirtydisplaylist. but the speed almost is same as using dirtydisplaylist. My geometry data variance is set as Static.

I read some threads. Is 3.2 can solve this problem?

Can someone help me?

Thanks

ding

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56429#56429








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