Hi Filip, I don't understand very well why instanced rendering is not an option, but anyway if you are reaching the limits of your hardware you can make an extra pass and use a geometry shader to discard instances (something like it's done in [1]).
Other way is going for a multiresolution strategy like an octree (Wang Rui's last book has an example though). Hope it helps, Cheers. [1] http://www.geeks3d.com/20100210/opengl-3-2-geometry-instancing-culling-on-gpu-demo/ 2012/5/31 Filip Arlet <[email protected]> > 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 > -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es
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