[osg-users] Any way to optimize the performance of massive osg::Text?

2015-01-11 Thread Lv Qing
Hi: 
In our case we need draw 5~10 osg::Text spreading all over the 
earth,the result is not optimistic,the frame is down to 2~3 fps,we can barely 
pan the earth,so is there any way to optimize such mount of  osg::Text? 

 

Thank you!

Cheers,
Lv

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Re: [osg-users] Any way to optimize the performance of massive osg::Text?

2015-01-12 Thread Robert Osfield
Hi Lv,

To scale to 100 of thousands of text labels you'd need to come up with a
custom implementation. osgText was never written to scale to that level,
and to do so in a general purpose class is not viable.  It's not in any way
possible to actually read that many text labels so one has to ask at what
point do you plan of simplifying it so the user can actually read what is
going on screen.

For you application I believe you should work out exactly what high level
behaviour you want for your text labels - how they are aligned, blended
with the terrain, how they interact with each other, now they get LOD'd out
and in, how you might page the data if required, how many labels you'd want
on screen at one time.  Once you have all this behaviour set then you start
designing an approach that can meet all of these requirements.

Robert.

On 11 January 2015 at 13:48, Lv Qing  wrote:

> Hi:
> In our case we need draw 5~10 osg::Text spreading all over the
> earth,the result is not optimistic,the frame is down to 2~3 fps,we can
> barely pan the earth,so is there any way to optimize such mount of
> osg::Text?
>
>
>
> Thank you!
>
> Cheers,
> Lv
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=62284#62284
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] Any way to optimize the performance of massive osg::Text?

2015-01-12 Thread Christian Buchner
I was having mainly memory issues when I created lots of text objects.
I did not run into such bad performance issues. Are you sure you're testing
a
release build and not a debug binary?

Suggestion: Only create these text objects when these enter the viewing
frustrum, and destroy these again when they leave it.

Christian
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