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
>
>
>
>
>
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-- 
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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