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)
> > > 
> >  
> > _______________________________________________
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> >  ()
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> > 
> > 
> > 
> 
> 
> 
> 
> -- 
> 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





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