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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