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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