Hi Daniel, The VDSM technique by default computes the optimum dimensions of the shadow map by clipping the geometries that intersect the view frustum against the view frustum to enable the near plane to be pushed as far into the scene as possible. If you are using a a single osg::Geometry containing 500,000 vertices then it's likely to be very slow.
I've just checked the code and the current default for the ShadowSettings::ComputeNearFarModeOverride() is DO_NOT_COMPUTE_NEAR_FAR which is should mean that it doesn't override the setting provided by the viewer's Camera, which is by default COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES. Are you setting the ComputeNearFar mode yourself? Robert. On 10 September 2013 07:56, Daniel Schmid <[email protected]>wrote: > 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 > >
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