Hi, On Wednesday, April 18, 2012 10:25:55 Stuart Buchanan wrote: > For those interested, the technical background is as follows: > - a Quadtree is used to ensure very fast culling of the buildings - > based on the work that Tim Moore did for the forests. > - a single 1024x1024 texture is used for all the buildings, minimizing > the number of state changes on the GPU > - all the buildings at the leaf of the quadtree are part of the same > geometry, so the GPU can churn through it very quickly without having > to change state. That sounds like we are heading in the right direction. Thanks!
Let me be somehow picky: You are talking about having the houses in the same geometry, that's already fine. The next thing to care for is that they are also in a minimum amount of osg::PrimitiveSet instances. That's about minimizing the amount of draw calls that happen underneath. The best thing would be to have one single *DrawElements instance doing the whole geometry in a single draw call. Greetings Mathias ------------------------------------------------------------------------------ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel