HI Arnaud, On 27 May 2014 09:27, Arnaud Cordier <[email protected]> wrote: > Thank you for the quick answer. I just ended up not using osgFX at all, and > just added a second geometry containing a set of white lines to my geode, > which gives the same effect thant the osgFX::Scribe node, no more crashes > since then.
I was going to suggest this that with a scribe it's easy to have a custom cull callback, custom node and simply creating the subgraph as per the osgscribe example. > Regarding my scenegraph's structure, I am displaying big generated trees for > which I want to be able to hide / show / highlight all the children of a > given node : these many levels of compounding allow me to manage the scene > recursively. I did not notice any frame rate drop at the time being. Should I > worry about moving some of the structural data to my model's side, knowing > that I only display simple geometries such as cubes, spheres and pyramids? If you are getting the performance you need then there is no need to change anything. As you scale up your model size seeing a performance bottleneck will be more likely and at that point it's likely that a refactor to avoid so many transform nodes would be appropriate. With very domain specific types of scene graphs I tend to look at writing custom node, drawables and shaders to do the job more efficiently, reducing the number of expensive nodes and batching more geometry together for better use of CPU and GPU resources. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

