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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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