[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!

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

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