Trajce Nikolov NICK wrote: > 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 < ()> 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 > > > (http://forum.openscenegraph.org/viewtopic.php?p=59139#59139) > > > > > > > > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > () > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > _______________________________________________ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > > -- > trajce nikolov nick > > ------------------ > Post generated by Mail2Forum
Hi Nick. It is a '.ive' or a '.osgb', exported from 3DSMax. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59146#59146 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

