Hi Sebastian, few months ago I tested something (was the lighting system) implementation with updates via osg::Image and osg::Texture - not related to instancing at all, but the mentioned method. My colleague then did benchmarking and the update of the Image (and the texture) by OSG was terribly slow - the same thing using raw OpenGL calls out-performed the one from OSG. I also remember Robert implemented then the Vertex Attribute Divisor wrapper for OSG so it might really need example of these with various techniques ...
Thanks for the ping :-) Nick On Wed, Jul 22, 2015 at 1:59 PM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hi Nick, > > The implementation is almost to complicated. Using instancing with > osg::Image and a texture almost beats all other implementations I've tested > so far in terms of complexity and performance. > Maybe we should some more examples for this to osg. > Cheers > Sebastian > > 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>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 >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > trajce nikolov nick > > > _______________________________________________ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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