Hi Mikhail,

The vertex count won't be so high as to cause major problems, but the
the cull and draw dispatch overhead in dealling with so many separate
objects will be.  So to improve performance look at batching the
rendering of the rocks, the most efficient way would be to use point
sprite and a single geometry and then update the vertices per frame.

Robert.

On Wed, Jul 1, 2009 at 7:40 PM, Mikhail Zoline<[email protected]> wrote:
> Hello to all osg users,
> I would like to render about 8 to 10 thousands of spheres in order to
> simulate the movement of a pile of rocks pushed by a bulldozer. Each sphere
> will have a maximum of 20-40 vertices and will be drawn in TRIANGLE_STRIP
> mode.
> The results of the tests I did with spheres simplified down to 24 vertices,
> are dismal. I could go to maximum of 1600 spheres at 30 frames per second.
> At the same time without OSG, just using ODE's accessory library
> "drawstaff", I can simulate about 8500 spheres at 30 frames per second. I
> did use OSG profiler, and the great part of a frame, about 20% to 30% is
> occupied by culling. Then did the same test with the sprite-points instead
> of spheres and the performance gain is about 30%.
> I have looked at osgimpostor example, but it seems to me it's not applicable
> in my case.
>
> I would like to poll any suggestion of strategy and methods to use.
>
> Looking forward for your news I'd like to thanks each of you a lot.
> MZ
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