Re: [osg-users] First steps to improve culling

2015-11-17 Thread Alexandre Vaillancourt
Thanks all, I'll take a look starting tomorrow as I'm out of the office now! -- Alexandre Vaillancourt Le vendredi 13 novembre 2015, Jannik Heller a écrit : > There is a very high number of PrimitiveSets in your screenshot. In fact > you seem to have roughly one

Re: [osg-users] First steps to improve culling

2015-11-13 Thread Robert Osfield
Hi Alexandre, On 12 November 2015 at 20:30, Alexandre Vaillancourt < alexandre.vaillancourt.l...@gmail.com> wrote: > Thanks for your reply, and of course I should have specified the version. > It's 3.2.0, we're planning to update to the most recent one within the next > 3 months. > > I have

Re: [osg-users] First steps to improve culling

2015-11-13 Thread Christian Buchner
If you have lots of similar objects (crates boxes and whatnot), maybe GPU instancing would be a way to speed up draw calls. We've managed to get 15000 cars on screen at high frame rates using OpenGL instancing, with several hundred polys per instance. Christian 2015-11-13 10:09 GMT+01:00 Robert

Re: [osg-users] First steps to improve culling

2015-11-13 Thread Jannik Heller
There is a very high number of PrimitiveSets in your screenshot. In fact you seem to have roughly one PrimitiveSet per 4 vertices, that is ridiculous. Each PrimitiveSet needs an OpenGL draw call to render it. Try reorganizing your models to use as few PrimitiveSet's as possible.

Re: [osg-users] First steps to improve culling

2015-11-12 Thread Robert Osfield
Hi Alexandre, Could you post a screenshot with the stats displayed or simply post the frame update, cull, draw dispatch and draw GPU stats? Also which version of the OSG are you using? Robert. On 12 November 2015 at 19:21, Alexandre Vaillancourt < alexandre.vaillancourt.l...@gmail.com> wrote: