[osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Marcus Rabe
Hi, I am using OSG version 2.8.2 on a Windows XP x64 System (i7 system, 8GB RAM) and I am trying to implement a driving simulator with OSG. First I testet all the scene with a small city and had no performance problems when I was driving thru the city. But now I loaded the hole city into the

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Robert Osfield
Hi Marcus, Performance optimization is a huge topic and most of the time it comes down to creating a well balanced scene graph. You really need to make sure that the whole scene graph is built with performance in mind, one typically can't just enable something or apply some high level trick to

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Paul Martz
On 9/20/2011 7:32 AM, Marcus Rabe wrote: This was again a little bit faster but was not enough. Than I used LODNodes: Code: osg::ref_ptrosg::Node lodLevel3 = originalGeode; osg::ref_ptrosg::Node lodLevel2 = dynamic_castosg::Node*( lodLevel3-clone( osg::CopyOp::DEEP_COPY_ALL ) );

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Marcus Rabe
Hi, Paul you are right I forgot to write the hole code for the LOD implementation, sorry. Code: osg::ref_ptrosg::Node lodLevel3 = originalGeode; osg::ref_ptrosg::Node lodLevel2 = dynamic_castosg::Node*( lodLevel3-clone( osg::CopyOp::DEEP_COPY_ALL ) ); osg::ref_ptrosg::Node lodLevel1 =

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Vincent Bourdier
Hi, Did you had a look on the result of the simplifier ? I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify more, so the results remains nearly the same. Maybe you could create your own simplified geometries for example a (colored) cube for a building (6 faces, even 5