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Hi Dirk and all opensg users, I have a small question about performance of
rendering and possible ways of optimizing my code. In my scene there are several hundred textured boxes,
the most of them using the same SimpleTextureMaterial. I added to all
the materials in the scene an SHLChunk, holding a small shader featuring
shadow mapping. In the moment I turn on shadows, performances of the
application drop significantly (from kinda 40 fps to a mere 5-6).
If the boxes are hidden by a flat panel, the application does not
improve it’s speed, so I guess that OpenSG isn’t doing any
occlusion culling. Is there a way to turn on occlusions and avoid the shading of
invisible pixels? Using a simpletexturedmaterial instead of a
MateriaChunk, can end up in some weird OpenGL state swapping and in a resulting lost
of performance??? Is there a way to check what part of my application
is working as a bottleneck? Thanks for the help, Enrico (ps. New mail address old problems ^_^) |
- [Opensg-users] rendering performance and optimization Enrico Borrione
- [Opensg-users] Strange behaviour with multicast in ... Daniel Grest
- Re: [Opensg-users] Strange behaviour with multi... Alex Allen
- Re: [Opensg-users] Strange behaviour with m... Daniel Grest
- Re: [Opensg-users] Strange behaviour wi... Alex Allen
- Re: [Opensg-users] Strange behavio... Andreas Zieringer
- Re: [Opensg-users] Strange behaviour with multi... Andreas Zieringer
- Re: [Opensg-users] rendering performance and optimi... Andreas Zieringer
- R: [Opensg-users] rendering performance and opt... Enrico Borrione
