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 >> >> >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick
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