Hi, I have similar problem. But instanced rendering is not an option, because I want to draw different huge number of objects from time to time. Now I share geometry (can't share Geode because of picking - every object has to be different) between PositionAtitudeTransforms. It's pretty fast, but now I'm trying to implement that transform using vertex shader and the performace is low. I share Program between StateSets and don't do anything odd and it is still slower than using PATs. Another thing is bad culling.
So my two questions are: 1) Where to start, If I want to do what I have described (one uniform matrix and program) 2) Best solution for culling and bounding box problem 3) If I manage to use Instanced Drawing, will be a big problem that very large part of DataSet will be outside view ? (ie. can't cull multiple instances in one draw) Thank you! Cheers, Filip ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47970#47970 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

