Hi,

There might still be other factors that might contribute to your low frame
rates. e.g. the use of display lists
when vertex buffer objects should be preferred.

The hardware animation skinning becomes a real speed booster when you want
to show dozens of animated
models on screen - but in the case of two hands only this should not be
strictly needed yet.

You might want to run some profiling on your code to see where it spends
most of your CPU and GPU
time. e.g. is all your geometry using fast code paths?

Christian


2015-01-07 10:09 GMT+01:00 Chris Hidden <[email protected]>:

> Ok, thanks Christian, Ill take a look at the example.  Its a shame that I
> may need to do my own hardcoded shader for any models with bone structure
> :(.  I don't have a lot of experience with writing shaders.
> ...
>
> Thank you!
>
> Cheers,
> Chris
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=62248#62248
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to