On 25 Apr 2012, at 14:56, Stuart Buchanan wrote: > If you're going to be looking in the code anyway, the depth of the > quad tree is set in some constants at the top of the SGBuildingBin.cxx > file, and (IIRC) the LoD range is also set up there, so you could see > if reducing the depth makes a difference.
Found at least part of the issue: BIND_PER_PRIMITIVE should be avoided - it forces OSG to use manual calls, at least for me. Changing the normal binding to vertex (at 4x the memory for the normal array) gets the performance back to 'sane'. There's still quite a big FPS hit (eg, 50 FPS down to 30FPS over the centre of Edinburgh), but it's not 'crazy-off-the-scale-slow'. I did a check, and fortunately nothing else in our code is using BIND_PER_PRIMITIVE. James ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel