Hi RJ and Mike,
In this case the bottleneck is almost certain the CPU being batched
bound by the large number of separate nodes and drawables, use of
LOD's won't help at all as won't cut down on the number of nodes and
drawables. To solve the bottleneck one will need to merge the
geometry data i
HiMike,
First of all you should analyze the bottleneck in your application,
osgViewer::StatsHandler will give you the time spent in each traversal.
>From the problem you are facing it seems you are draw limited(rendering
a lot number of triangles). One option will be to create LOD(level of
detail
Hi Mike,
As JS mentionds osg::ShapeDrawable is just intended for convenience,
it's not at all designed for performance so your performance issues
are nothing to be surprised by. I regret ever providing this
convenience in the OSG as ShapeDrawable is all too often used where it
shouldn't be.
In y
Hi Mike,
I have an OSG application where I am using osg::Shapedrawable(new
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes
and locations) for targets on a terrain. Prior to their introduction
into the scene, I am getting around 40 frames per second. After
introducing
I have an OSG application where I am using osg::Shapedrawable(new
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes
and locations) for targets on a terrain. Prior to their introduction
into the scene, I am getting around 40 frames per second. After
introducing 1000 of the
5 matches
Mail list logo