Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-20 Thread Maurizio Lodo
Hi, Should this be done within VertexShader using GLSL? I tried to create a light following the osglight example, but it did not make any difference. Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18417#18417

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-19 Thread Peter Hrenka
Hi Maurizio, Maurizio Lodo schrieb: Hi, Thanks Peter for your very helpful reply. I have sorted that issue thank to your pointers. Now I have only one more question then I promise I won't bother you anymore. It seems that when I generate my model using the simple geometries I created and

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-18 Thread Maurizio Lodo
Hi, Thanks Peter for your very helpful reply. I have sorted that issue thank to your pointers. Now I have only one more question then I promise I won't bother you anymore. It seems that when I generate my model using the simple geometries I created and using VertexShader, the resulting cube,

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-14 Thread Maurizio Lodo
Hi all, Finally I found some time to play with this. Thanks to your words of wisdom, I have decided to create my cylinder geometry. I used the drawinstanced example as a template and I managed to generate the cylinders, translate them and rotate them as I want. However I notice that when I get

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-14 Thread Gordon Tomlinson
The problem is likely your code . But we are not clairvoyant and as you do not provide the code you have used its nearly impossible to say what is wrong One shot in to the dark would be bad bounding boxes and spheres

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-02 Thread Maurizio Lodo
Thanks for your replies!! I have been reading through this forum and googled a lot and it seems the best solution for my problem would be to create a simplified cylinder geometry (which I have done), divide all the cylinders into bins (by diameter, as they will have all the same length), and

Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-09-29 Thread Andrew Burnett-Thompson
Hi there, this is a quick response as i'm on my pda If you look in the implementation of shapedrawable, drawcylinder function, i believe the vertex locations for cylinders are calculated on each draw, using sin and cos! Also note the matrices for positionattitudetransforms are computed per