Hi Mike,

As JS mentionds osg::ShapeDrawable is just intended for convenience,
it's not at all designed for performance so your performance issues
are nothing to be surprised by.  I regret ever providing this
convenience in the OSG as ShapeDrawable is all too often used where it
shouldn't be.

In you case I'd use osg::Geometry and many of the ellipsiods into a
single geometry as have lots of nodes and drawables is not good for
CPU or GPU overhead.   If you can get away with sprites then I'd
strongly recommend them over normal geometry for this type of work - a
thousand points rendered as sprites is trivial for the graphics
hardware to deal with.

Robert.

On Fri, Oct 10, 2008 at 3:23 PM, Mike Greene <[EMAIL PROTECTED]> wrote:
> I have an OSG application where I am using osg::Shapedrawable(new
> osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and
> locations) for targets on a terrain. Prior to their introduction into the
> scene, I am getting around 40 frames per second. After introducing 1000 of
> them, my frame rate goes down to 4-5 frames per second. I am using
> osg::Optimizer on my root node. Exactly how many polygons are drawn by
> default for osg::Sphere? Is there a way to reduce this? Is there a better
> way to draw thousands of these (noting that I have to apply a
> Position/Attitude/Size transform to each one)? I am using a Nvidia Quadro FX
> 570 in an Intel 3.0Ghz Duo Core processor runing Windows XP Pro.
>
> My viewer is set up in an overhead view, so I see them all every frame
> (i.e., I don't think culling will help here). And also, their PATs have to
> occassionally be updated (i.e., not static size, orientation, position).
>
> Mike Greene
>
>
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