Hi Community, I am trying to optimize the rendering. Getting huge update numbers.
The story is this: My scene has huge number of lights, some are static (streetlights) some dynamic (a car). The lighting engine needs the World matrix of a LightSource and the ViewMatrix (which is the same as the World inverse just with some extra rotation). In my code after the update before the rendering traversal I am updating these matrices each frame and I am about to place this code in my custom CullVisitor (which traverse the scene anyway but only the active children). Here is my approach at the moment: list of light entities and here is how I am computing these: http://pastebin.com/0A64sc7Y Simply getting the NodePath and computing the world matrix from this node path. This seams to be costly I am after wiser optimization, to place this in my CullVistor: Here is the snippet: http://pastebin.com/6dQnih8N These snippets are simple and I would like to ask if this is more proper way, which it seams to me since I will gain more performance by updating only the culled and active nodes. Also the math in the cull visitor. Thanks a lot for any hints, ideas. As always :-) Cheers, Nick -- trajce nikolov nick
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

