Hi Vinoth, First question: are you running a debug build? For all your osgdem work you seemed to be running a debug build - those are very slow. we need more stats to begin on an answer to what could be optimized: maybe every building has it's own stateset? make a screenshot with the graphs and camera stats. Laurens.
On Wed, Feb 22, 2017 at 7:51 PM, David Heitbrink <[email protected]> wrote: > I would try to look at instancing. The OSG Forest is a good example. > > Instancing is were you tell the GPU to draw an object X number of times, > and in the vertex shader you get a built in var gl_InstanceID, that tells > you which item it is drawling (i.e. if you are drawling 100 versions, this > will go from 0 to 99). So in the vertex shader you move each vertex to a > new position, based the instance ID. > > You might have to get a little creative in terms of textures > management/mapping so each building has a different texture. You could say > create a large texture mosaic, and adjust the texture coordinates based on > your instance ID. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70316#70316 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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