Hello Wojtek,
I agree. I must admit I have lied to you (unintentionally;-) when I said that our frmerate increase was due to statesets removal. I checked the code and we later run optimizer again meging meshes. I also checked the toolset on my new PC and speed increase does not seem to be that high on GF 280 GTX (150%) as it used to on GF 8800 (200%).
Thanks for the update, it makes me more confident that we'll be able to get good results with our current approach.
I think I may have hint for you. Check if ComputeBoundsVisitor is used MinimalShadowMap::computeShadowReceivingCoarseBounds(). If it does it will add to overall cull time. With complex scenes it may take some time. Its only used to compute rough bounds of the scene so in many occasions it can be computed once or replaced with constant Bounding box. Yo may need to overwrite technique and the above method for this, though.
Interesting, thanks for the hint, I'll have a look at whether that takes a significant amount of time for us (I guess it might since we have a lot of hierarchy to traverse).
Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay [email protected] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

