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
>
>
>
>
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