Re: [osg-users] R: multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Chris Hanson
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,

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Voerman, L.
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

[osg-users] R: multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Gianluca Natale
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

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Andrew Cunningham
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

[osg-users] Any OSGEdit like apps around?

2019-10-08 Thread Paul Leopard
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

[osg-users] Any OSGEdit like apps around?

2019-10-08 Thread Paul Leopard
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

[osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Gianluca Natale
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); *

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Chris Hanson
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 >