Am 22.07.2015 um 14:12 schrieb Trajce Nikolov NICK:
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 ...
Thats right for data dynamically changed via texture. Static data is incredibly fast however (I'm talking ~1mio trees @30Hz min) .
Getting slightly off-topic here, but:
Are you sure you had resizing and mipmapping disabled for the texture/image? That is certainly a performance killer.

Thanks for the ping :-)

Nick

On Wed, Jul 22, 2015 at 1:59 PM, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto: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
    <mailto: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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