Hi
 
Your stats measured on release build? With MSVS debug builds tend to be about order of magnitude slower.
 
You can reduce cull time by changing graph structure to quadtree like graph.
Some part of cull time comes from autotransforms. You can try to get rid of them and use one ortho projection for all labels, moving them around to correct position on screen. At least you should be able to use one autotransform for each icon + text pair instead of two.
Make sure that you dont call setText on osgText::Text each frame with same string, this may causing your update time increase.
You can try to move lod nodes higher on graph tree structure, this may save some performance.
 
I dont think you will be able to do much with draw time, you draw lots of drawables, more you get longer it goes.
 
Cheers,
Sergey.
 
01.07.2011, 16:04, "Rahul Srivastava" <[email protected]>:
Hi,

Good day to you all.

1
I am trying to render icons and text very similar to what google earth does with placemarks. I have put in about 150 icons and texts in the scene. I get a large drop in performance when rendering text as illustrated in the WithText.png screenshot.

My system configuration is:-
CPU - AMD Phenom II X4 955 processor (Quad-Core)
GPU - NVIDIA GTS 450
RAM - 4 GB DDR3
OS - Windows 7 64-bit

Is there a method to increase the text rendering performance?

2
I also notice a large increase in event and cull traversals when only the icons are added. My FPS drops from ~280 (WithoutIcons.png) to around ~80(WithoutText.png).

Each node of my icon + text looks like SingleNode.png.

Kindly advise on how to reduce the corresponding times since the application is required to render a large dataset (in thousands).

Regards,
-- 

Rahul Srivastava
[email protected]
+91-98738-85880

Senior MTS, Core Technologies,
VizExperts India Pvt. Limited,
Gurgaon, Haryana - 122001
www.vizexperts.com

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