Hi Robert,

Thanks for your reply. Yes I did guess that I'm using the scene graph wrong.
Fortunately with regard to our scene, while we have a lot of objects, the
detail is not significant. The application allows users to simulate certain
conditions that would occur in an industrial plant. So long as the model is
a crude reflection of the plant it works, so we are already significantly
optimising geometry.

Rendering is only required as the user moves around the plant, or if an
object is manipulated. During render we are currently hiding the smallest
50% of objects, which works remarkably well to improve usability (A full
re-draw is performed when the user stops moving), but still the frame rate
drops below interactive levels depending on how many objects remain.

With regard to flattening of static transforms - how exactly would we do
this? I was thinking to put a PAT as parent of a geode only while the user
is picking/manipulating it, then remove it after, somehow matrix-multiplying
the transform with vertices to get the new position. Is this possible?

With regard to LOD's - sounds like a good plan but I think this may end up
using more memory (which is an issue) even though it improves rendering
performance. Paging does interest me though.

I already set the cull settings to ENABLE_ALL_CULLING. I noticed that shadow
occlusion (which I believe means when a large object occludes the camera,
objects behind it are culled?) seems to have no effect. Is this due to my
flat scene graph? View frustrum culling seems to have the largest effect.

With regard to efficiently managing the scene graph (having a balanced
tree), thanks for confirming that. I did have a hunch that would be the case
but its nice to know.

With regard to state sharing - is it possible to have one state object on
multiple geodes? Or did you mean have multiple statesets with similar
states?

Cheers for the feedback much appreciated,
Andrew
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