Hi Nick, Paul (Palumbo) and I have been working on a new VBO ocean technique which uses instances of the ocean tiles to create the ocean surface rather than doing a mass copy of vertices for the entire surface on each frame. Using this technique the number of tiles that need to be updated on each mipmap change has decreased significantly.
You could try the code in osgOcean-VBO branch to see if it provides you with better performance. It should be more scalable for large or higher resolution ocean surfaces. I should however point out there are some issues with this new technique that still need ironing out (thus the branch and not in the trunk). Paul has highlighted problems when he linked it to 2.9.7. so please note this is still dev code. Let me know how you get on, Kim. On 23 March 2010 17:11, Trajce (Nick) Nikolov <[email protected]>wrote: > Hi Community, > > I ve worked so far on standard PC architecture, middle range, and I was > kind of frustrated with the performances of osgocean. So I build something > heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With > high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are > your experiences for those who use it? > -Nick > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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