Hi Luo,

have a look at this paper - it is OSG related with GL calls (In the latest
OSG release there are OSG wrappers for most of them). It will help you with
large number of instancing and controlling each instance separately

http://3dcgtutorials.blogspot.com/2013/09/instancing-with-openscenegraph-part-ii.html

Hope it helps
Nick

On Wed, Jul 22, 2015 at 9:25 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

> Hi,
>
>> Hi,
>>
>> I need to use cylinder to simulate the “ladder”.  So there are many
>> cylinder to create. I new a osg::Geode , and then use it to new 10000
>> osg::MatrixTransform, all these osg::MatrixTransform were added to one
>> group.
>>
>> But the program runs very very slow.
>>
> Are you testing in debug mode?
>
>> In fact I create the same scene using opengl, the program runs quickly.
>>
> Are you using the osg::Shapedrawable for the cylinder shape? Try to
> replace it with a simple triangle for testing to see if the geometry or the
> transforms are your bottleneck.
>
> I'd use hw-instancing for this amount of copies of a simple geometry or
> bake the transformations into big geometries representing hundreds of
> cylinders each.
>
> Also if the 10000 elements are spatially separable and thus not all of
> them in the view at the same time you should use some grouping to balance
> your scenegraph. Simply putting 10000 transforms into one group most likely
> will kill performance, as all children will have to be traversed each frame.
>
>
>
>> How can I upgrade my program?
>> thanks.
>>
> Can you provide a more detailed description or an example? Your question
> is too open to get you specific answers.
>
>>
>> Thank you!
>>
>> Cheers,
>> LUO
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=64386#64386
>>
>>
>>
>>
>> Attachments:
>> http://forum.openscenegraph.org//files/mfc_osg_124.cpp
>>
>>
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-- 
trajce nikolov nick
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