Hello, I imagine this is pretty common, I'm just looking for a few hints of how to optimize things.
Our apps need to display cables (and most of the time, a large number of them). The cables themselves are controlled by a physical simulation which gives us a set of transforms for the ends of each segment of a cable. For now, we are creating some geometry (quad strips, specifically) to display the cables, and assigning texture coordinates to that geometry, on the fly. This is needed because if, for example, a cable is lengthened (because it's being spooled out of a pulley system for example) the texture shouldn't stretch over it. Similarly, if the physical simulation subdivides the cable into more segments than it was in the last frame, we need to have correct texture coordinates to (hopefully) make the fact that the cable now has more, shorter segments invisible to the user. I know the cable display needs to be optimized because if I just set the cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the same view). And there are not *that* many cables... There's a lot of other geometry in the scene which is still drawn in the 2.2ms time... So I would appreciate some pointers. I would have assumed quad strips are pretty fast, so perhaps something else is the problem? There's the fact that the geometry is dynamic, which could mean that OSG is trying to recreate display lists each frame, but I tried setUseDisplayList(false) on the geometry and the cables just did not display anymore... Is there something else I need to do in that case? Thanks in advance, J-S -- ______________________________________________________ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org