Hi all,
I have a scene with 4000 billboarded quads to display and I just
noticed that OSG might not perform frustum culling on them since Fraps
tells me that the FPS remains the same even when many of those quads
are out of the screen.
Is there a way to enable frustum culling? or maybe OSG
Hi Michele,
The OSG does view frustum culling by default, you have to explictly
turn it off. The same applies to small feature culling it's on by
default.
As for your FPS not changing when objects move off screen, is vsync?
Hows about enabling OSG stats? This will tell you what the
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case the frame rate
basically does not change but floats around the same range 90-100.
Since the performances are already very good I wont dig more into the
problem,
Hi Michele,
On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote:
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case the frame rate
basically does not change but floats around the same range
Can you post a .osg file that reproduces the issue?
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Michele Bosi
Sent: Friday, May 23, 2008 8:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Small object frustum culling
Thank
On Fri, May 23, 2008 at 5:06 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Michele,
On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote:
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case
Thank you Paul(s), Stefan and Gordon,
yes now I am pretty sure that Robert by quadtree meant a node
organization strategy (that's why I said ...or a particular
parent/child layout for OSG nodes? in my second email) and there
isn't any real quadtree support in OSG but it seems that one can
simulate
Excellent fix, Paul. Your code produces a much smoother performance ramp as
the scene is moved partially outside the view volume. Perhaps this is a
solution for Michele.
-Paul
But the = represents thousands of links, i.e. the same
geometry added to the billboard thousands of times.
But as
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