Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-19 Thread Maurizio Lodo
Hi, Should this be done within VertexShader using GLSL? I tried to create a light following the osglight example, but it did not make any difference. Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18417#18417 _

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-19 Thread Peter Hrenka
Hi Maurizio, Maurizio Lodo schrieb: Hi, Thanks Peter for your very helpful reply. I have sorted that issue thank to your pointers. Now I have only one more question then I promise I won't bother you anymore. It seems that when I generate my model using the simple geometries I created and usin

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-18 Thread Maurizio Lodo
Hi, Thanks Peter for your very helpful reply. I have sorted that issue thank to your pointers. Now I have only one more question then I promise I won't bother you anymore. It seems that when I generate my model using the simple geometries I created and using VertexShader, the resulting cube, for

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-14 Thread Peter Hrenka
Hi Maurizio, Maurizio Lodo schrieb: Hi all, Finally I found some time to play with this. Thanks to your words of wisdom, I have decided to create my cylinder geometry. I used the drawinstanced example as a template and I managed to generate the cylinders, translate them and rotate them as I w

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-14 Thread Gordon Tomlinson
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maurizio Lodo Sent: Wednesday, October 14, 2009 3:09 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders? Hi all, Finally I found some

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-14 Thread Maurizio Lodo
Hi all, Finally I found some time to play with this. Thanks to your words of wisdom, I have decided to create my cylinder geometry. I used the drawinstanced example as a template and I managed to generate the cylinders, translate them and rotate them as I want. However I notice that when I get c

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-02 Thread Maurizio Lodo
Thanks for your replies!! I have been reading through this forum and googled a lot and it seems the best solution for my problem would be to create a simplified cylinder geometry (which I have done), divide all the cylinders into bins (by diameter, as they will have all the same length), and use

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-09-29 Thread Andrew Burnett-Thompson
Hi there, this is a quick response as i'm on my pda If you look in the implementation of shapedrawable, drawcylinder function, i believe the vertex locations for cylinders are calculated on each draw, using sin and cos! Also note the matrices for positionattitudetransforms are computed per frame

[osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-09-28 Thread Maurizio Lodo
Hi, I suppose you get many messages like this, so I apologise in advance. My scene is made of cubes and cylinders generated using ShapeDrawable. First I generate a large "cell" made of 1000 large cubes and up to 3000 cylinders and then a smaller "cell" made of the same number of elements, just s