HI Latha, The standard way to render things like tracks is to create a textured triangle strip. The texture represents a short section of track and the texcoord wrap on the geometry is set up to repeat in the direction of the length of the track.
This approach enables you to keep the vertex count down and also improves visual quality as texture mipmapping can avoid aliasing that you'd see if you used separate geometry primitives for each section of track. If you really want to get close to the track then displacement mapping could be used to avoid using geometry. Finally if you need to getting really close and need geometry to interact with then using LOD's for close in high res geometry and textured strip for far distances. Robert. On 14 June 2017 at 05:28, Latha Rani Baddala <[email protected]> wrote: > Hi, > > actually i want draw train track in my application. i know track segment > points So i want to form a track with quads.distance between points will be > about 1meter, So if i want draw a train track of 1 kilometer i have to draw > 1000 quads, in this case Frame rate is reducing.if i am drawing one quad of > length 1 kilometer frame rate not reducing. > > Thank you! > > Cheers, > Latha > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=71045#71045 > > > > > > _______________________________________________ > 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

