On Thu, Dec 8, 2011 at 10:47 AM,I wrote:
> 2011/12/8 Mathias Fröhlich wrote:
>> If I do not respond to list mails when you need some response, fell free to
>> contact me directly. I just miss some mails every now and then ...
>
> Thanks for the offer. Will do.

I've had a look, and I think I can change the code to create a single
PrimitiveSet for each cloud fairly easily.

On thinking about this a bit more, one thing that I don't quite understand is
why the behaviour for clouds should differ so much from our random
vegetation.

The random vegetation code we have is very similar - a small number
of geometries being used again and again. Yet, the performance is far,
far better, even with much higher numbers of objects.

I had thought that the main difference was the use of transparency,
where the clouds are larger and generally more transparent than
the trees.

If so, and the alpha blending of the textures has the most impact on
framerate, will changing the geometry help significantly? Or is it the
case that the transparency _within_ a geometry is much more effectively
handled by OSG than the transparency between different geometries?

-Stuart

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