Hi, Maybe you can use billboard for trees ... cull is easy for a billboard ... instead of a complex geometry. LOD too can make benefits because geometry is less complex.
Vincent. 2008/12/10 Juan Sebastian Casanueva <[EMAIL PROTECTED]> > Hi, > > I am adding trees and buildings to a terrain for a flight simulator > application. > When I draw the scene, culling is taking a long time, quite a bit more than > the draw, and the fps drop from 60 to 9 in release. > There are about 20000 trees and buildings. > I am generating a group node, containing all the trees and buildings models > (which I read from files), and then I use the osgUtil::Optimizer with > option SPATIALIZE_GROUPS to generate a balanced scene graph. However, > using the optimizer does not seem to be helping at all because I get the > same frame rates if I use it or not. I would have thought that spatializing > the scene graph will speed up the culling? > I am using osg 2.6.0 > Is there some other way that I can speedup the culling process for this > type of scene? > > thanks a lot > Juan > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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