HI Can,

The bottleneck is very unlikely to be fill rate so optimizing of faces
won't be an advantage, and if you increase the CPU, bandwidth or
vertex processing overhead with this change you will see a net loss.

As for optimizing, the best way would be create the boxes yourself and
place them into a set of osg::Geometry where each Geometry contains a
say a 5 by 5 cube of your boxes, then position these (or perhaps even
this) geometry around your scene using transforms.

Robert.

On Wed, Oct 22, 2008 at 4:00 PM, Can T. Oguz <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I have a seen with about 10,000~100,000 textured boxes. They were mostly
> aligned on top of each other so instead of using osg::Box, I've prepared the
> equivalent with only visible faces (textured quads) But I've got lower frame
> rates with this "optimized" scene. So I want to ask what kind of optimizatin
> does OSG run (except display lists)?
>
> Thanks for reading,
>
> Can
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>
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