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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