Hello all. I'm currently working on a project that simulates a large field
of wheat that is harvestable. I'm currently using particles to represent
the wheat. I need to be able to render quite a lot of pieces. Right now my
frame rate is dropping to about 5fps when rendering 10,000 particles, and if
possible we'd like to push this up to another order of magnitude (or even
2). I'm not an expert in particle systems, or graphics for that matter, and
I could use any suggestions, tips, or tricks that can be tossed my way for
optimizing this field. I'm contemplating pushing some of the work out to
shaders, especially since I'd like to add some effects like wind and noise.
I've done some rudimentary profiling and the lion's share of the time is
being spent in the render call (I'm using VRJuggler and my application is a
cannabilized version of OpenSGApp so the render call is in draw()). Thanks
in advance.
Jesse Lane
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