Hi Michael, Using that many separate transform nodes will not be efficient. Is there a reason why you are using so many transforms in each subgraph? I think it would be best to explain at a high level what you are trying to achieve as there a number of different approaches one can take to tackle dynamic objects, but choosing which of them to pursue would depend on what you are trying to achieve.
Robert. On 9 July 2012 23:00, Michael Schanne <michael.scha...@gmail.com> wrote: > It turns out that using point sprites is not an option for me as I now have a > requirement that the objects must rotate with the world. I could use > AutoTransform with setAutoScaleToScreen(true) and > setAutoRotateMode(NO_ROTATION), but it's still not quite fast enough for my > application. I am holding at around 19 fps, but I'd like to get it to at > least 25 fps. > > My scene graph contains several thousand MatrixTransforms arranged like this: > > Root > | ... > MT ( x 2000) > / \ > MT MT > / \ / \ > MT MT MT MT > \ | | / > AutoTransform > | > Geode > > At my default zoom level, only about 32 objects are visible at a time. > > Is there anything else I try to improve performance while maintaining the > constant screen size and rotate-with-world properties? > > ... > > Thank you! > > Cheers, > Michael > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=48779#48779 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org