Hi there, this is a quick response as i'm on my pda

If you look in the implementation of shapedrawable, drawcylinder
function, i believe the vertex locations for cylinders are calculated
on each draw, using sin and cos!

Also note the matrices for  positionattitudetransforms are computed per frame

You may be better off creating your own cylinder object with the
vertices pre calculated

Cheers, andrew

On 9/29/09, Maurizio Lodo <[email protected]> wrote:
> Hi,
> I suppose you get many messages like this, so I apologise in advance.
> My scene is made of cubes and cylinders generated using ShapeDrawable.
> First I generate a large "cell" made of 1000 large cubes and up to 3000
> cylinders and then a smaller "cell"  made of the same number of elements,
> just smaller. Then I use osg::PositionAttitudeTransform to place several (16
> to 64) of these smaller cells inside one of the cubes of the larger cell.
> Unfortunately this seems to cause the frame rate to drop to about 8 - 9,
> while the scene runs at about 120fps when section with the small cells goes
> out of the screen. I followed a suggestion I read on this forum and I tried
> to remove the use of osg::PositionAttitudeTransform and draw all the
> elements of the several smaller cells but this only makes the program take
> longer to load, but once it's loaded it still runs at about the same frame
> rate.
> I am just a beginner and I was wondering if any of you clever people can
> give me a pointer in the right direction or indicate some useful documents
> that my help me make this run a little faster.
>
> Thank you very much in advance!
>
> Cheers,
> Maurizio
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17696#17696
>
>
>
>
>
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