Thanks Robert! I tested two alternate implementations, one with a flat graph where I premultiplied the transforms together and used the result in AutoTransform::setPosition (so the graph had many AutoTransforms and 1 Geode), and another where I kept the original graph but used a separate instance of AutoTransform for each point (instead of sharing a single AutoTransform node, to take advantage of the cached transform). I was surprised to discover that when I zoomed out so that every object would be visible, the second implementation was slightly faster by about 2-3 fps. According to the statistics, the first graph had a shorter cull time (which makes sense to me, since there were fewer nodes to traverse) but the second graph more than made up for it in the draw traversal. I can't explain why this would happen. I would think the second graph would have a slower draw time, since there are more matrix multiplications to do. What might cause this? I am using the DrawThreadPerContext threa d model on a dual-core CPU.
In any case, I am planning to add level of detail nodes so these objects are not visible when zoomed way out, so I don't need to improve things more just yet. The performance at my initial zoom level is acceptable for now. ... Thank you! Cheers, Michael ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48869#48869 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

