I only mentioned it to support the notion that some of our end-users may have a valid point despite not being able to find the right words or even just provide actionable information to begin with.
Full detailed models: 43 frame
Full billboard models: 60 frame
Shadow: 49 frame
No shadow: 57 frame
Swaying: 47 frame
Non swaying: 57 frame
GenTrees is a utility to create an instancing object that renders many trees. You can use shape files or geometry shapes to define where trees should be planted (using a texture atlas)
https://code.google.com/p/sigmaosg/wiki/GenTrees
psadro_gm wrote: it may be faster to create the mesh directly from the scenegraph in c++ space. we already do this in the LOD callback to place the random trees and buildings. We then have a triangle mesh.
psadro_gm mentioned in another thread recently how trees are positioned using the LOD callback, so that could be the right location to get a tree-only scenegraph that only contains the relevant statesets for random buildings/vegetation, to see what these nodes look like at the .osg level, i.e. if there is any "low-hanging fruit" to optimize this at the scenegraph level.
I've had three generations of computers now using random trees and they've never had a significant perf impact. I'd be very surprised if anyone with a reasonable graphics card (non-integrated) is finding them a significant bottleneck on performance.
stuart wrote in Sat Nov 14, 2015 12:11 am:Hi All,
Erik - I seem to recall doing an experiment with billboarded distant trees a couple of years back. I think I came to the conclusion that there wasn't a significant perf benefit vs. the memory overhead of having multiple definitions for each tree both in memory and in requiring the GPU to load a different state-set to process the different tree types.
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