Hi Gianluca,
It should be possible to have thousands of transforms in your scene graph
and still get good frame rates. The only thing that jumps to mind right
now, is could you be doing the test with a debug build?
Robert.
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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 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
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
>
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);
*
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