Hi Michael, The test you have in hand is very nieche, handling 10 million elements will require special care in creating and managing the scene graph. To get decent performance you will have most likely have to batch the box primitives into groups, and using geometry instancing will probably be essential. Getting things working well will require quite advanced 3D graphics skills, so being new to the OSG you'll probably need to learn a lot before you can get to where you want to be.
I would recommend taking things slowly. Learn about the various elements of the scene graph and of rendering using techniques such as geometry instancing. General OpenGL docs will help you as the OSG has a very close mapping to OpenGL so the language and granularity is very similar. Good luck, Robert. On Wed, Sep 9, 2009 at 7:07 AM, Michael Reichel < [email protected]> wrote: > Hi, > > first of all: I am new to OSG! > I like to programm a diplay for scientific purposes. I want to display lots > (lets say 500 - 10.000.000) Boxes. At each time cycle (100ms) ist can be 500 > - 10.000.000 Boxes. > All examples I read so far contained a allocation of memeory for all of > those Boxes in the init. Problem: The amount of boxes varies a lot between > two time cycles and the boxes from two different time cycles are not > connected (there is no ID or somewhat that matches two boxes of two > different time slots). Thats why I do not want to change existing boxes in > the osg. I rather want to biuld a new graph each time. > > But: If I would do so - I had to allocate up to 10.000.000 Boxes each time. > That is not performant. Is there a way to allocate memory / instiate > 10.000.000 boxes at the beginning of the programm without to connect them to > the osg. And then - to connect just those Boxes that should be displayed? > And then to clean the osg without destroying the box instances? > > If anyone has an answer to such a problem - please state som code > especially of how to instantiate (new) the boxes and how to clean the osg. > > And one more question: In all your examples - how do you ensure that the > memory of the with new allocated drawables will be freed? > > > > > Thank you! > > Cheers, > Michael > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=17168#17168 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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