coin_vbo_rendering(3)

πŸ“¦
version 4.0.10 Β· 4 versions
, in fedora 43, fedora 44

πŸ’– NAME πŸ’–

okay so bestie, this is coin_vbo_rendering, section 3 of the Coin manual β€” the whole ~vertex array and VBO rendering~ situation, explained. no cap. ✨

Coin 2.5 added improved support for OpenGL vertex array and VBO rendering. This might lead to major rendering performance improvements compared to the old rendering code. The new rendering code has been added for the SoIndexedFaceSet, SoVRMLIndexedFaceSet, SoIndexedLineSet, SoVRMLIndexedLineSet, SoPointSet, SoFaceSet and SoVRMLPointSet nodes. πŸ’…


πŸ¦‹ the actual vibe check πŸ¦‹

To take advantage of the improved performance vertex array and VBO rendering yields, you'll need to organize your vertex data in a way that makes it possible to render it with OpenGL vertex arrays. OpenGL vertex array rendering does not support multiple index arrays, so all your vertex data β€” coordinates, normals, colors and texture coordinates β€” must use the same index array; or use OVERALL binding. 🫢

For the indexed nodes, this means that PER_VERTEX_INDEXED and OVERALL are the only supported bindings for materials, normals and texture coordinates. When PER_VERTEX_INDEXED binding is used, the corresponding index field should be empty. This will signal the shape to use the coordIndex field for indices. Below is an example scene graph that will be rendered using vertex arrays, mwah 😚:

NormalBinding { value PER_VERTEX_INDEXED }
Coordinate3 {
  point [
    0 0 0, # 0
    1 0 0, # 1
    2 0 0, # 2
    0 1 0, # 3
    1 1 0, # 4
    2 1 0, # 5
    0 2 0, # 6
    1 2 0, # 7
    2 2 0, # 8

    2 0  0, # 9
    2 0 -1, # 10
    2 1  0, # 11
    2 1 -1, # 12
    2 2  0, # 13
    2 2 -1  # 14
  ]
}
Normal {
  vector [
    0 0 1, # 0
    0 0 1, # 1
    0 0 1, # 2
    0 0 1, # 3
    0 0 1, # 4
    0 0 1, # 5
    0 0 1, # 6
    0 0 1, # 7
    0 0 1, # 8

    1 0 0,  # 9
    1 0 0,  # 10
    1 0 0,  # 11
    1 0 0,  # 12
    1 0 0,  # 13
    1 0 0   # 14
  ]
}

IndexedFaceSet {
  coordIndex [
    0, 1, 4, 3, -1,
    1, 2, 5, 4, -1,
    3, 4, 7, 6, -1,
    4, 5, 8, 7, -1,

    9, 10, 12, 11, -1,
    11, 12, 14, 13, -1
  ]
  normalIndex [ ] # = use coordIndex
}

🌸 the fine print (read it, bestie) 🌸

Please note that since only one index array can be used, it might be necessary to supply duplicate normals and coordinates to meet this requirement. it's giving "yes queen, copy yourself" 😭

Also, if normals are needed, you have to supply them. A shape with autogenerated normals can't be rendered using vertex arrays (since a single coordinate might get multiple normals). like, the math just doesn't math πŸ’€

The PointSet nodes can always be rendered using vertex arrays since these nodes haven't got index arrays, and the only bindings supported are PER_VERTEX and OVERALL. slay, effortless ✨

If it is inconvenient to create vertex array ready scene graphs directly from your application, it's also possible to use SoReorganizeAction to reorganize the geometry before rendering. honestly iconic of it πŸ‘‘


that's the whole page bestie, go forth and render efficiently πŸ’œ

mwah, this was coin_vbo_rendering from Coin, version 4.0.10 β€” dated Thu Jun 25 2026 00:00:00. ily, drink water, and remember: one index array. that's it. that's the post. πŸŽ€πŸ¦‹πŸŒΈ

πŸ“¦ where this page comes from