Hi Mitch,

Having lots of separate transform nodes in a scene graph can be
expensive.  You'll probably find it much more to create seperate
instances of geometry for each sympbol and then batch these into
osg::Geometry with all the symbols grouped into these osg::Geometry
according to spatial location.

500 transforms should kills things though.  Have a look at the
osgforest example, it can manage 10,000 transforms at 30Hz.

Robert.

On 11/6/06, Mitch Patenaude <[EMAIL PROTECTED]> wrote:

Hi,

   I am working on a scene that basically contains a map and a lots of
symbols on it.  For now, there is only one symbol kind so all nodes points
to the same texture image. Here is a description of the scene.

-Root
   - Map node
       - ...
   - Map Symbol group
      - Symbol transform 1
         - Symbol Geode A
      - Symbol transform 2
         - Symbol Geode A
       - Symbol transform 3
         - Symbol Geode A
       - Symbol transform 4
          - Symbol Geode A
       - Symbol transform 5
          - Symbol Geode A
      - ...
   - Symbol Texture Atlas
         - Symbol Geode A
             - Symbol Image / texture A

My scene is refreshed at 30 Hz and the symbols don't move (all transform are
fixed <for now...>)
The problem I have is that my CPU usage is about 50% when my scene contains
only 500 symbols.  I need to process a way more than 500 symbols, I want to
keep my 30Hz refresh rate and I also need extra cpu time to compute my
simulation...  Can anybody suggest me where to look if I want to improve the
performance?  Is my scene structure optimized?

Thank you all!

Mitch





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