Right I played around with small feature culling and this really gave a massive performance boost when rendering. As I mentioned I only need low detail while moving around (as its a CAD-like app) and a high detail redraw when still.
So swapping out the small feature culling pixel size when moving enables smooth update rates while the user is navigating. The code is below (Trivial for you guys but I've included it for archive purposes) /////////////////////////// osg::CullSettings::CullingMode cullMode = osg::CullSettings::CullingModeValues::ENABLE_ALL_CULLING; // Force all culling on camera->setCullingMode(cullMode); // Set the culling pixel size float cullPixelSize = isMoving ? 20.0f : 2.0f; camera->setSmallFeatureCullingPixelSize(20.0F); /////////////////////////// Occlusion culling still making no difference, although I am working through the osgoccluder example. Also I'm interested in creating PagedLOD's and found the osgUtil::Simplifier class, which seems to take a long while to run, but generates a lower polygon count mesh for LODs Great stuff :) ...
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