Tell more about dynamics of your vertices Static data: I think you would need to make small geometries and a fitted group hierarchy (giving your own bounding boxes) with a visitor ( perhaps just use osgutil::optimizer would make a good work) Dynamic data: you should your own culling policy use vbos (discharging cpu)and and geometry shader culling (discharging GPU)...
My master word: batched memory policies. Gianluca Natale wrote: > Hi there! > > I have some performance issue when trying to draw objects > whose geometry contains millions of vertices. > I want to try everything to improve it (LOD, exclude back faces for closed > surfaces, > use strips and fans, vertex buffer objects, etc…), > but I wonder if OSG already uses occlusion queries (provided by OpenGL) > during rendering traversal, applied to the bounding boxes of the > geodes/drawables, > to quickly exclude the complete drawing of that part. > Or at least, if there is a way to enable it. > I’m using OSG 2.8.0. > For my models that would help me a lot, since each geometry has millions > of vertices, but occlusion queries for bounding boxes would involve only 8 > vertices at a time. > > Thanks in advance, > Gianluca > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28612#28612 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org