I believe most computations you could imagine doing could be performed in
the vertex shader during draw rather than by the CPU during cull.
To describe more we'd need a better idea of what those 200 objects are, how
they behave, what they represent, and how auto transform is being used.
On Tue,
Hi Gianluca,
I have a feeling something is wrong with your setup, as we do these sort of
graphs in our viewer and get way higher framerates.
I get about 60 fps rendering 1920x1080x2 (=red-green stereo) on my Geforce
1080,
with a static scene of 1.1 M vertices (886k triangels)
and in a similar
As I said, I’d like to use auto-transformations for those 200 objects, so I
need 200 transformations for sure, and those transformations are updated by OSG
at rendering time.
So, the transformation has to be computed by OSG out of my vertex shader. Am I
wrong?
Da: osg-users Per conto di Chris
Hi Gianluca,
We have performance problems with scene graphs when we end up with
thousands of nodes and "small=low triangle count" geometries at each node.
After investigation, it is clearly not so much the scene graph traversal
itself, as the large number of small "primitive sets". I tested this
Hi,
I’ve seen a lot of ten year old info on OSGEdit and I assume that it is now
defunct since the git hub is dormant. However, the pics I’ve seen of it look
pretty cool. Are there any active projects around that do the same thing? Looks
like it would be a good tool for prototyping scene graphs
Hi,
I’ve seen a lot of ten year old info on OSGEdit and I assume that it is now
defunct since the git hub is dormant. However, the pics I’ve seen of it look
pretty cool. Are there any active projects around that do the same thing? Looks
like it would be a good tool for prototyping scene graphs
Hi all,
I have a performance issue in my scenegraph that I cannot completely understand.
My scenegraph is made by a main matrix transform, with these 2 children:
* One geode that renders a big object on screen (the geometry in the
drawable can take up to several thousands vertices);
*
Can you find a way to perform the transform on each object in a vertex
shader and not have a unique state have to be calculated for each of the
200 objects?
On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale
wrote:
> Hi all,
>
> I have a performance issue in my scenegraph that I cannot completely
>
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