2011/12/14 Mathias Fröhlich wrote: > But, the question is how many cloud drawables do we have? The render Bin > sorting bottleneck - if we run into this - is O(log(n)*n) with the n= number > depth sorted drawables. Which means we need to have a huge amount of cloud > drawables that this effect dominates.
As you've seen from the code, at present, we have a cloud drawable per sprite, where there are multiple sprites per cloud, and >1000 clouds in a typical Cu layer. > Ok, looking into the Cloud drawable implementation, I believe that your almost > first response is probably the easiest. Just without point sprites, just > improoving what is currently done: > Try to put that multiple draws into a single draw using array objects. > Make sure that you still get a 'fast drawable'. YOu can verify this by asking > the geometry if osg::Geometry::areFastPathsUsed() returns true. That is > mostly: do not use any index arrays. The only indices which may be worthwhile > are the indexed primitives sets. > Sorting inside the drawable is then done by either redoing the arrays or > probably better by using an indexed primitive set and reordering the indices. I will try this tonight. Thanks again for looking into this and helping to point me in the right direction. (BTW - I think I've managed to get Impostors working though I've still to see any performance gain) -Stuart ------------------------------------------------------------------------------ Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel