Hi Jaime,

what is the format of your terrain model (the file extension)?

Nick


On Thu, Apr 24, 2014 at 11:38 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

> Hi Jaime,
>
>  Thanks for your response!
>>
>> I have a lot (5000 aprox) of trees in my example scene. Each tree has got
>> two planes and textures. However, my terrain geometry is relatively simple.
>> I think that the terrain is not the problem. And there are some buildings
>> in some places. Also, there are cars and pedestrians. So, it is a "complex"
>> scene.
>>
> If you don't need alpha blending (or at least correctly sorted blending)
> you might want to use instancing. In combination with geometry-shader based
> LoD (e.g. displaying a billboard which is rotated in the geometry shader
> for far trees) I got pretty decent results with 1k to 16k objects. You will
> still have to split the trees into a quadtree, since instancing has its
> peak performance for certain batch sizes. But you will have to figure it
> out by experiment since this seems highly dependent on the geometry and the
> "other" work on the GPU.
>
> Also having potentially 5000 draw calls each frame will have a serious
> impact on performance. If your trees are scattered in bigger groups (e.g.
> alleys or forests) it might be a good idea to bundle a certain amount of
> trees into one drawable (e.g. a group of three or five trees).
> This can improve your performance by trading of some bigger vertex
> arrays/display lists with less drawcalls.
>
>
>
>> Nowadays, the performance is not good (20 fps aprox). We are not using
>> any LOD nodes. Because of that, I thought in that solution.
>>
> Using LODs won't help here too much with your trees (simplifying 2 quads
> is quite hard) , but might help you with your more complex objects as
> houses etc. Take a look at the GeometrySimplifier in osgUtil it can
> generate some LODs for testing for you.
>
>
>
>> What are your tips? How about using VisibilityGroup?
>>
> Unfortunately I didn't try this, but since your description doesn't sound
> like you have big occluders. I'm not quite up to date on the topic, but
> using Occlusion culling is not very efficient since it requires a GPU-CPU
> roundtrip.
>
>
> Cheers
> Sebastian
>
>
>> Thanks :)
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=59139#59139
>>
>>
>>
>>
>>
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-- 
trajce nikolov nick
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