Hi Enrico,
you can try to enable occlusion culling this is a very simple
implementation so don't expect too much.
renderAction->setOcclusionCulling(true);
Andreas
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 ^_^)
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