Hi Martin,

this is a common problem when trying to render objects. If you supply 
small batches of geometry to the graphics card things get slow. Also if 
you have lots of state changes (and a tranformation is a big state 
change) things get very slow. Maybe you could try to flush the 
transformations into the geometrie's vertices and things should get 
much faster. 

Good luck

Matthias

On Friday 24 June 2005 09:25, [EMAIL PROTECTED] wrote:
> Hi,
>
> I have a rather general question about tweaking performance when
> rendering a lot of objects. I have created some kind of grid with
> lots (about 1024) of simple planes with 4 vertices each using the
> OSG::Geometry object. Then I created a Node for every geometry and
> put that node under a transform node. So now, I have around 2000
> nodes and 4000 vertices. They are all siblings in the graph. Now when
> it comes to rendering this scene, my program gets awfully slow
> (around 2 fps). When I create a single geometry object with 65000
> planes and around 260000 vertices and I render this scene with a
> single node my program renders with around 25 fps or more.
> Now, why is this so? Does the traversal of the graph while rendering
> really takes that much time? Can this be optimized somehow?
>
> Thanks for your answers. I like to use OpenSG a lot in the future,
> but unfortunatly with a lot of single objects.
>
> Martin
>
>
>
>
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