Hi Vinoth,
Hi Community,

I am creating buildings using osg::Geometry from shapefile data. I am draping 
textures on each side of the building... Its rendering fine, but frame rate it 
too low..... Its because it has too many buildings to be rendered.


Is there a way to hide buildings from viewing frustum which are overshadowed by 
building in front of the camera ???
This would be occlusion culling. The problem is, that potentially every building is an occluder, so you might sacrifice more of CPU and GPU to determine visibility than you gain.

Any suggestions or alternate method to improve frame rate  is appreciated...

I hereby attach the screenshot for reference....

But be sure to measure where you actually lose the performance! Send us a screenshot of the stats, so we can help you into the right direction. Usually reducing the number of draw calls and state-changes is the right track. Could you produce a small sample graph so we might inspect it? Maybe you're structuring your graph to flat and to much time is spent to determine visibility/draw-calls.

If you're brave and your problem is draw calls you can use instancing with LoD. See the osggpucull example. Adding multiple textures can be done by adding a textureArray and passing the index per instance in a vertex attribute.

Cheers
Sebastian

Thank you!

Cheers,
Vinoth R

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http://forum.openscenegraph.org/viewtopic.php?p=70312#70312





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