Hi Preet,

With all performance optimization work the first step has to be
benchmarking with representative data on a representative hardware target
so could can esablish what the bottlenecks are, then you'll have an idea of
what you need to optimize.

In general batching data helps with CPU and GPU overheads, avoiding
transforms improves the CPU overhead.  In the case of billboard geometries
the most efficient way is usually push the billboard rotation down to the
GPU and do the required matrix computations in the vertex shader.   A step
back from this would be to the osg::Billboard rather than
osg::AutoTransform.

Robert.

On 21 December 2012 06:14, Preet <[email protected]> wrote:

> I have a scene that contains 100s of small low-complexity flat geometries
> (triangles, squares, ngons, etc). Each of them is parented with an
> autotransform node so that they constantly face the camera. Color data is
> passed through vertex attributes and there's no texture data.
>
> Is there anything I can do to improve rendering performance in this
> scenario? This is on a mobile device (OpenGL ES 2) and I get a fair bit of
> slow down as the number of objects increases.
>
>
> Preet
>
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>
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