Hi, I am developing a data visualization application with Qt + OSG, but I have huge performance problems.
These problems are not due to OSG itself but rather due to how I use OSG (I just started using OSG/OpenGL for the first time). The application accepts a lot of data as messages over the network, and draws polygons and lines according to the received data. In order to make drawing easy, I have developed a class which has many drawing functions: DrawPolygon, DrawPolygonLine, DrawLine, DrawRectangle. DrawCircle, DrawCube, etc. In every of these functions, I do the following: 1) create a Geode. 2) create a Geometry and attach it to the Geode created above. 3) create a material with the appropriate colors for the drawing, attached to the Geode created above. 4) create a state set for the drawing properties, attached to the Geode created above. At each frame, I delete all the objects created, and then use the API I described above (i.e. DrawPolygon, DrawPolygonLine etc) to recreate the drawings with the newly received data. The frame rate is abysmal though. After the creation of a few tens of polygons and lines (around 100), the frame rate drops extremely low and the UI becomes totally unresponsive. The code I have created is largely copied from the OSG examples I have found online, mostly from the osggeometry.cpp example. My question is what am I doing wrong? Is the multiple statesets created the problem? Each Drawing function creates a new stateset, a new vertex array, a new primitives array, a new geode etc. Thank you! Cheers, Achilleas ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76154#76154 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org