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
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