Hi Clayton,

I remember a recent thread about this. In that case, the problem was the
tesselation level of the spheres. Try lowering it:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg33587.html

--

Alberto

"Clayton Bluhm" writes:

> Hi,
>
> I am new to OSG.  I am trying to draw a lot of spheres into a scene.  By lots 
> I mean on the order of a 100,000 or so.  This really brings my simple test 
> app to its knees.  Here is the current way I am drawing these spheres:
>
>
> Code:
>
> osg::Sphere *unitSphere = new osg::Sphere(osg::Vec3(0,0,0),5.0);
> osg::ShapeDrawable* unitSphereDrawable = new osg::ShapeDrawable(unitSphere);
>
> for(1...100,000)
> {
>     osg::PositionAttitudeTransformation *shpereXForm = new 
> osg::PositionAttitudeTransformation();
>     sphereXForm->setPosition(position);
>     osg::Geode* unitShpereGeode = new osg::Geode();
>     sphereXForm->addChild(unitSphereGeode);
>     unitSphereGeode->addDrawable(draw);
>     GetScene()->AddDrawable(unitSphereGeode);
> }
>
>
>
>
> Our current product uses straight 2D OpenGL calls and uses points instead of 
> spheres to draw the dataset.  We are currently porting everything to 3D using 
> OSG and found that we might have to do something unique when it comes to 
> displaying the dataset we are trying to display.  The dataset we are trying 
> to draw doesn't persist over time.  Its there one second and gone the next.  
> I need a quick way to draw lot of spheres very quickly.  I  have started 
> looking into overriding the Camera::DrawCallback and add raw OpenGL calls.  
> Is this the right path to look down or is there something easier?
>
> I apologize in advance if there is a simple answer to this that a newb like 
> me should have seen or something I am doing completely wrong.
>
> Thank you!
>
> Cheers.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=21774#21774
>
>
>
>
>
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