First of all I'd like to thanks all implied persons for the great support.
As Robert said :
"Disabling culling will do nothing as the OSG already only does cull
tests when subgraphs are partially culled - if the subgraph is
entirely within the view frustum the view frustum test if switched
off.
The majority of the cull traversal time in Mikhail's case will simple
by traversing a big scene graph and they creating a big rendering
graph to rendering it."
This is exactly the case. The majority of times my whole pile is
entirely situated inside of frustum.
I've tested with the culling disabled for all geodes and their parents
PATs. There is no performance gain at all.
Right now I'm looking at geometry instancing with vertex shader in
osgforest demo, but don't know yet how I could synchronize the positions
and rotations of my rigid bodies and geometries.
Beside of that, my boss is not very keen to idea of vertex shader
instancing for the reason of hardware limitations we should impose to
our customers.
Thanks again for your great support.
MZ
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