I guess I need to be a little more detailed in my project: I am
simulating a vehicle driving down a test range with a sensor looking for
targets. As a target is found, I add a geode->shapeDrawable(sphere) for
each discovered target. As more hits are made by the sensor, the
orientation, position, and scale of each of these spheres can change
dynamically.
So I have a PAT as the parent of each geode to facilitate the transforms
for each target. The problem is frame rate drops significantly as I add
more and more targets (I may need up to 10000 of them!). I tried using
the detailRatio on the sphere to reduce the number of polygons which
helped a little, but not significantly. I have also tried using just a
six-sided box as representative instead of the sphere, but still saw
drastic frame rate drops. The osgStats show that most of the time is
spent in the CULL process.
My question - is there a better way of handling a large number of
objects that must each be individually manipulated dynamically for the
duration of the program (i.e., not static)?
Im using a fairly
Mike Greene
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