Re: [osg-users] What can I do to improve rendering performance for a bunch of billboarded nodes?

2012-12-28 Thread Sergey Polischuk
Hi you can use point sprites for this purpose instead of billboards\autotransforms, it should be much faster as you need only one drawable per single geometry type(triangles, squares, ngons, etc). you can shape them either in fragment shader based on point coords, or apply small texture. Cheers. 21.12.2012, 10:15, "Preet" prismatic.proj...@gmail.com:I have a scene that contains 100s of small low-complexity flat geometries (triangles, squares, ngons, etc). Each of them is parented with an autotransform node so that they constantly face the camera. Color data is passed through vertex attributes and there's no texture data. Is there anything I can do to improve rendering performance in this scenario? This is on a mobile device (OpenGL ES 2) and I get a fair bit of slow down as the number of objects increases.Preet,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] What can I do to improve rendering performance for a bunch of billboarded nodes?

2012-12-21 Thread Robert Osfield
Hi Preet,

With all performance optimization work the first step has to be
benchmarking with representative data on a representative hardware target
so could can esablish what the bottlenecks are, then you'll have an idea of
what you need to optimize.

In general batching data helps with CPU and GPU overheads, avoiding
transforms improves the CPU overhead.  In the case of billboard geometries
the most efficient way is usually push the billboard rotation down to the
GPU and do the required matrix computations in the vertex shader.   A step
back from this would be to the osg::Billboard rather than
osg::AutoTransform.

Robert.

On 21 December 2012 06:14, Preet prismatic.proj...@gmail.com wrote:

 I have a scene that contains 100s of small low-complexity flat geometries
 (triangles, squares, ngons, etc). Each of them is parented with an
 autotransform node so that they constantly face the camera. Color data is
 passed through vertex attributes and there's no texture data.

 Is there anything I can do to improve rendering performance in this
 scenario? This is on a mobile device (OpenGL ES 2) and I get a fair bit of
 slow down as the number of objects increases.


 Preet

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[osg-users] What can I do to improve rendering performance for a bunch of billboarded nodes?

2012-12-20 Thread Preet
I have a scene that contains 100s of small low-complexity flat geometries
(triangles, squares, ngons, etc). Each of them is parented with an
autotransform node so that they constantly face the camera. Color data is
passed through vertex attributes and there's no texture data.

Is there anything I can do to improve rendering performance in this
scenario? This is on a mobile device (OpenGL ES 2) and I get a fair bit of
slow down as the number of objects increases.


Preet
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