HI Preet,

osgText::Text rendering with a single character per Text will be
inefficient for a cull, draw dispatch and draw GPU bottleneck reasons.

It will probably be more efficient to create a scene graph from
osg::Geometry/osg::Texture/osg::StateSet rather than using osgText.  You
could use the osgText::Font and associated Textures to help with the
texturing side to the rendering.  The osg::Geometry you create you could
put as many quads in as you need.

Robert.

On 14 December 2012 00:39, Preet <[email protected]> wrote:

> Hiya,
>
> I'm using OSG on a mobile target (OpenGL ES 2) and my scene runs really
> really slow. I'm trying to optimize it by reducing the number of draw
> calls.
>
> My scene has a bunch of labels that draw text along a path. Each label
> consists of several osgText nodes that are single characters in length,
> each with their own transform on top. So if a single label is "OSG" it will
> have three osgText nodes.
>
> I want to throw all of the label attributes (which I think is just vertex
> and tex coord arrays) into a single VBO, but I'm not really sure how I
> would do that (or even if I could). I'd appreciate any advice.
>
>
> Preet
>
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>
>
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