Seams there really is an overhead on the cull... Further to all advices already given, I would recommend you to use the osgUtil::Optimizer within FLATTEN_STATIC_TRANSFORM and MERGE_GEOMETRY options (Don't forget to set the DataVariance of your osg::Object) Hope it helps
Pertur wrote: > Hi, > > I'm having problems to increase the frame rate on this scene. I haven't > experience with very complex scenes, so I need your advice. > > This is the scene: > [Image: http://s30.postimg.org/lwm83ipm9/Foot_Ball_Scene.jpg ] > For more detailed image the file is atached to the post > > The stadium could be very huge. I can start reducing the number of poligons > here... > > I load 600 animated characters with very low poligons and less than 100 > joints. These are actually 16 different models, and multiplied copying them > as follows: > > Code: > > int v = getRandomValueinRange(characters.size()); // 16 characters > osg::ref_ptr<osg::Group> c = characters[v]; > osg::MatrixTransform* tr = new osg::MatrixTransform; > tr->setMatrix(osg::Matrix::translate( 80.0 * (i - xChar * .5), > 100+(100.0 * j), -600+(-200 * j))); > tr->addChild(c.get()); > > > > And are animated with hardware rigid geometry, like osg demo: > > Code: > > osgAnimation::AnimationManagerBase* animationManager = > dynamic_cast<osgAnimation::AnimationManagerBase*>(p->getUpdateCallback()); > > osgAnimation::BasicAnimationManager* anim = > dynamic_cast<osgAnimation::BasicAnimationManager*>(animationManager); > const osgAnimation::AnimationList& list = > animationManager->getAnimationList(); > if(list.size()>0) > anim->playAnimation(list[0].get()); > > SetupRigGeometry switcher(true); > p->accept(switcher); > characters.push_back(p); > > > > > Shodows are activated too. Are configured like ViewDependentShadowMap: > > Code: > > osg::ref_ptr<osgShadow::ViewDependentShadowMap> vdsm = new > osgShadow::ViewDependentShadowMap; > m_shadowRoot = new osgShadow::ShadowedScene; > m_shadowRoot->setShadowTechnique( vdsm.get() ); > m_shadowRoot->setReceivesShadowTraversalMask( rcvShadowMask ); > m_shadowRoot->setCastsShadowTraversalMask( castShadowMask ); > > > > > The culling mode is active as VIEW_FRUSTUM_SIDES_CULLING, and I don't know > what more I can tell you... > > My computer is not very powerful: Intel Core2 Quad Q8400, 4GB RAM and GForce > 8500 GT. > > Any suggestions to improve the performance and visual appearance are welcome. > > Thank you! > > Cheers, > Aitor ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61857#61857 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

