Hi all..
I am attempting to speed up a very large cluster of unit cubes which
have been serving to model the 3D topography of a pipeline scan.. A
typical Scene Graph has some 700,000 unit cubes in it, and millions
of point sprites.. The clusters of unit cubes are still making this
sloooooooow though (even with data optimization, and switching chunks
in and out based on their distance to the viewer)!
I have found that by generating the data for all the cubes using
vertices and groups of Geometry objects that this approach is much
faster. Up to twice as fast for the same data. Coupled with some
useful suggestions given earlier in this mailing list I am now very
happy using a hybrid of scaled point sprites to model data further
away from the viewpoint.. alongside either the older unit cube
method, or my new generated method.
Unfortunately... My generated 'models' are very washed out in colour,
and are not shaded, thus appearing flat.
Compared to unit cubes in the same scene graph they are very bland
indeed, and you cannot make out any definition at all.
Similarly, if I try to change the render mode for point sprites, to
say lines, I lose any lighting on the objects and they appear dull
and dark.
I have tried lots of different state set settings, as well as looking
at the arrangement of my vertices in my geometry, just in case... I
am confused and think this must be something to do with the way I cam
creating the models, as I cannot see how other models in the same
scene graph, at the same level in the tree, are all rendered
perfectly shaded and lit.
I am obviously missing something and wondered if anyone can tell me
where my problem may lie..
To clarify for my generated models I have followed very closely the
pyramid example distributed with OSG. Instead of making triangles I
am making lots and lots of cuboids, and attaching a colour array.
Thanks for any help..
Kind regards,
Stephen.
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