Re: [osg-users] What can I do to improve rendering performance for a bunch of billboarded nodes?
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___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What can I do to improve rendering performance for a bunch of billboarded nodes?
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 ___ 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
[osg-users] What can I do to improve rendering performance for a bunch of billboarded nodes?
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 list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org