Hi all

I use VDSM of osg 3.2.0. In my current project (terrain rendering for driving 
simulation), I want to render the surface of a big lake. Until now it was 
composed of a bunch of polygons (~40), that described its surface as a flat 
plane withoug any animation, just showing a simple texture. Not very appealing 
so far.

Now I converted my lake into a mesh of polygons (500k) that are all part of the 
one geometry object. Now I observed that my Shadow culling time exploded up to 
10ms of frame time, heavily depending on my viewing angle. I even set the 
nodemask of my lake object to be excluded of shadow casting.

How come that huge but static geometries are so heavy in shadow culling?

Can anybody point me in the good direction to optimize this?

Regards
Daniel

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

Reply via email to