On Tuesday 19 June 2007 14:04:27 Paul Melis wrote: > Paul Melis wrote: > > Stefan Kombrink wrote: > >> My model is a building which contains lots of transparent polygons. > > > > This may be your problem. During rendering, these get sorted > > (back-to-front) on the CPU every frame so they can be correctly > > blended. How are these transparent polygons structured in the > > scenegraph? One drawable with all polygons, or a large number of > > drawables with just a few polygons? OSG sorts on drawable bounding box > > on the lowest level. > > So if you have lots of drawables to sort this might take quite a lot > > of CPU time, which will become more noticeable when the sorting code > > isn't optimized (i.e. in debug mode). > > Just a thought: you could test if this is the problem by taking the same > model but modifying it so that no transparency-sorting is done anymore. > To do this, change > > rendering_hint TRANSPARENT_BIN > to > rendering_hint OPAQUE_BIN > > and remove the lines > binName DepthSortedBin > > in your .osg file (assuming you have one). > > Paul > _______________________________________________ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/
Thanks for your response, Paul, I shall try that right away. So setting the BlendFunc to (GL_ONE, GL_ZERO) and optimize with all optimizations is not solving that matter anyways? -- Warning! Insufficient or missing coffee in module "STOMACH". User halted. _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/