Robert,
    There are three different symbols, one is text plus pictures, the text is 
different, the pictures are the same, one is the line symbol, and the other is 
the surface symbol. The coordinates of the line symbol and the surface symbol 
are irregular.
AnimationPathCallback mainly controls position and posture. It is the update 
callback of PositionAttitudeTransform, but this PositionAttitudeTransform node 
should be used in conjunction with other nodes. We use this 
AnimationPathCallback to control the position and shape of all nodes. Jack




At 2020-12-27 23:19:31, "Robert Osfield" <robert.osfi...@gmail.com> wrote:

How are the symbols represented in the scene graph and on screen?  How many 
different types of symbols do you have?


What are the dynamic aspects to the simulated objects, as you mention 
AnimationPathCallback I presume you are animating a transform.  Is this just 
xyz translations?


I don't yet understand enough about the specific usage case but in principle 
I'd suggest looking at geometry instancing as a possible technique for 
leveraging the GPU more and minimizing the CPU overhead.  It may be possible to 
just position your objects using an osg::UniformArray and an appropriate shader 
to unpack this and create the required modelview matrix to position/colour each 
instance of a symbol.



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