Paul Melis wrote:

Stefan Kombrink wrote:

My model is a building which contains lots of transparent polygons.

This may be your problem. During rendering, these get sorted (back-to-front) on the CPU every frame so they can be correctly blended. How are these transparent polygons structured in the scenegraph? One drawable with all polygons, or a large number of drawables with just a few polygons? OSG sorts on drawable bounding box on the lowest level. So if you have lots of drawables to sort this might take quite a lot of CPU time, which will become more noticeable when the sorting code isn't optimized (i.e. in debug mode).

Just a thought: you could test if this is the problem by taking the same model but modifying it so that no transparency-sorting is done anymore. To do this, change

   rendering_hint TRANSPARENT_BIN
to
   rendering_hint OPAQUE_BIN

and remove the lines
   binName DepthSortedBin

in your .osg file (assuming you have one).

Paul
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to