Yeah, it's not ladder. It's cable tray in the power plant. . In fact, I used
not more than 1000 cylinders, osg runs very slow. I ignore the cylinders, it
gets much faster.
then I have to disable shadow,
osg::ref_ptrosgShadow::SoftShadowMap ssm = new osgShadow::SoftShadowMap;
// float bias
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 1 osg::MatrixTransform,
all these osg::MatrixTransform were added to one group.
But the program runs very very slow.
Are you testing in debug mode?
Hi Luo,
You've created a scene graph is one of the least efficient ways possible,
well done :-)
Basically you're scene graph is overloaded with MatrixTransform, which will
create a big CPU bottleneck.
There are number of ways to improve things, how best to go about it will
depend upon what you
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
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
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
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
Hi Sebastian,
Yah, this is off topic now, but once here: re: trees, I am getting on older
card ~3 mil @ 60Hz with geometry shaders :-). Static though. Why you are
using Matrices in Image/Texture for vegetation, or you have SpeedTree like
vegetation?
But anyway, thanks for disabling
Am 22.07.2015 um 14:26 schrieb Trajce Nikolov NICK:
Hi Sebastian,
Yah, this is off topic now, but once here: re: trees, I am getting on
older card ~3 mil @ 60Hz with geometry shaders :-). Static though. Why
you are using Matrices in Image/Texture for vegetation, or you have
SpeedTree like
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