Hi With software transform it's slow if you use heavy model with a lot of bones per vertex. Hardware transform is much faster but require limitation on maximum bones influencing single vertex You should try to reduce bones-per-vertex count to some reasonable value like 4-8, use indexed mesh to avoid transforming duplicate vertices multiple times, and in general use low-poly mesh and then tesselate it or add details with bump and displacement maps if needed.
Cheers. 17.02.2013, 03:59, "Peterakos" <[email protected]>: > Edit for the last question: > If i face such difficulties with only 1 character, how do the modern > 3D action games work ? > _______________________________________________ > 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

