Thank you for your reply.

In general my CPU load is pretty good, what I am really concerned about is 
reducing the number of OpenGL calls/driver overhead. If I have 200 signs all 
under there own switch, each sign is only 4-64 triangles each, and all the 
signs share the same texture mosaic.  Having 200 unique drawls can get 
expensive, especially for such a low poly objects. Ideally the 200 street signs 
would get combined in the same draw object. My assumption was this cannot 
happen with each sign being under its own switch.

My second question is 2 part, if I remove the switches, would I want to then 
export the result to a file and reload the file run, then run the optimizer. Or 
would the performance of the optimizer be all the same if I ran it on a graph 
that I had just programmatically removed the switches from. I am basically 
concerned with running into "nodeWeCannotRemove".  

Also, the second part is......what criteria does the MERGE_GEOMETRY option use 
to merge geometry. 

For example lets say I wanted to go a step further, and remove the textures 
from the state sets, and add an attribute for a texture index for each vertex. 
Then I could say use a texture array or bindless texture in the shader to 
reference the texture to use. We should be able to start combining nodes with 
dissimilar textures.

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75924#75924





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