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!
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
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
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