Hi Julien,

You can subclass your osg::Drawable class without problem, and creating
your own custom behaviour in cull is also relatively straight forward to
you could almost certainly implement something along the lines of what you
are doing.

However, with this type of "optimiziation" I would be inclined to think
that just building an efficient scene graph in the first place should be
the first priority and this will address most performance bottlenecks. One
can create really bad scene graphs and "clever" means for fixing them on
the fly, but for most users just creating decent scene graphs in the first
place will address all the issues making the "clever" and complex coding
completely unnecessary.

Robert.


On 25 March 2014 12:34, Julien Valentin <[email protected]> wrote:

> Hi,
> I've implemented a light opengl scenegraph manager for my own educational
> purpose.
> The focus of my work was to regroup culled geometries sharing same
> stateset in the same VBO and so factorize drawcalls primitivesets
> on-the-fly.
> For scenarios with lot of tiny meshes sharing the same material it shows a
> real performance gain.
>
> So I'm digging the osg code to prospect how this kind of behavior can be
> integrated. But it seams the osg philosophy prohibits it. Am I right?
> I'd wished I'm not, but I can figure the way to do so.
> Any help is welcome
>
> Thank you!
>
> Cheers,
> Julien
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=58720#58720
>
>
>
>
>
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