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
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
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
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