Search the forums for things like LOD and Instancing, look at some of
the examples like osgforest

Make sure you build a balanced quad tree Scene graph tree ( again a
search of the archive and Google will yield plenty on balancing trees) 

See http://www.vis-sim.com/imgdp/vp_db_partion_01b.jpg a simple example
you don't want the bottom structure, you want the top but also with more
depth


Gordon
Product Manager 3d
__________________________________________________________
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________


-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Maurizio Lodo
Sent: Tuesday, September 29, 2009 2:48 AM
To: [email protected]
Subject: [osg-users] how to improve frame rate of my scene with lots
ofcubes and cylinders?

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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