Hi
you can use point sprites for this purpose instead of billboards\autotransforms, it should be much faster as you need only one drawable per single geometry type(triangles, squares, ngons, etc). you can shape them either in fragment shader based on point coords, or apply small texture.
Cheers.
21.12.2012, 10:15, "Preet" <[email protected]>:
,PreetI 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.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

