Am 23.02.2017 um 12:21 schrieb Johny Canes:
SMesserschmidt wrote:
[...] Maybe you're structuring your graph to flat and to much time is spent to 
determine visibility/draw-calls.

Is the culling really a perf. hit? E.g. op has neatly provided a group for each 
building versus not, if he looks at it from a distance like in the photo, would 
this mean a difference? Does the cull traversal degrade to vertices when it 
hasn't bounded things in spheres or whatever structures it uses?
Still each group has to be traversed each frame to determine visbility.
Try to run the optimizer with the SpatializeGroups option. That's not really helping if you can see the whole scene, but that's what LoDs are for ....

Of course if the bounding sphere of a geometry is inside the frustum the geometry will be rendered. There are no additional per-geometry visibility checks.



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http://forum.openscenegraph.org/viewtopic.php?p=70323#70323





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