Re: [osg-users] Performance Drop with Materials

2009-09-11 Thread Robert Osfield
Hi Todd, I can't say for sure but it does sound like you are pushing through too many state changes. Ideally you should have a small number of independent StateSet, and small number of unique Materials. Rather than use Materials for changing the material properites it's best to use vertex

Re: [osg-users] Performance Drop with Materials

2009-09-11 Thread Todd J. Furlong
Robert, Thanks for the tips. I definitely need to take another pass at this optimize it better. As to my original issue, it turned out to be a threading issue in a .NET UserControl. The app was somehow able to escape the problem consistently by loading a model. I had gotten creative and

[osg-users] Performance Drop with Materials

2009-09-10 Thread Todd J. Furlong
I have some code that creates OSG boxes and applies materials to the geodes containing those boxes. It creates a flat scene graph (for now) with an osg::Group root node and an osg::MatrixTransform attached to the root node above each geode. I've noticed a huge frame rate reduction when I