Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Robert Osfield
Hi RJ and Mike, In this case the bottleneck is almost certain the CPU being batched bound by the large number of separate nodes and drawables, use of LOD's won't help at all as won't cut down on the number of nodes and drawables. To solve the bottleneck one will need to merge the geometry data i

Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Rahul Jain
HiMike, First of all you should analyze the bottleneck in your application, osgViewer::StatsHandler will give you the time spent in each traversal. >From the problem you are facing it seems you are draw limited(rendering a lot number of triangles). One option will be to create LOD(level of detail

Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Robert Osfield
Hi Mike, As JS mentionds osg::ShapeDrawable is just intended for convenience, it's not at all designed for performance so your performance issues are nothing to be surprised by. I regret ever providing this convenience in the OSG as ShapeDrawable is all too often used where it shouldn't be. In y

Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Jean-Sébastien Guay
Hi Mike, I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing

[osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Mike Greene
I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing 1000 of the