Hi Tugkan, On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu <tug...@vires.com> wrote: > We observe that, as our databases grow, the performance requirement for > draw thread grows faster than cull. In the long run, draw will be a > serious limiting factor for us. So I wanted to see if we can take > advantage of hardware to solve the problem.
Does this not point out that perhaps the scene graph is become less well balanced over time? I'd look closely at what in the draw dispatch is becoming the bottleneck and how to manage this more efficient. Typically the best way to reduce draw dispatch is to batch the geometry and state in more coarsed grained way. One can also use different approaches to achieve the same/similar results. For instance perhaps you can cull more effectively, or perhaps introduce LOD more effectively. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org