Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-24 Thread LUO Jianguo
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

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread Sebastian Messerschmidt
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?

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread Robert Osfield
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

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread Trajce Nikolov NICK
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

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread Sebastian Messerschmidt
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

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread Sebastian Messerschmidt
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

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread 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

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread 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 vegetation? But anyway, thanks for disabling

Re: [osg-users] I created 10000 cylinder, osg run very slow

2015-07-22 Thread Sebastian Messerschmidt
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