<div dir="ltr"><div><div><div><div><div><div>Hi All!<br><br></div>In relation to my post <a href="http://forum.openscenegraph.org/viewtopic.php?t=15389">http://forum.openscenegraph.org/viewtopic.php?t=15389</a>, I'd like to try something: disable OSG's frustum culling of geometries and send the whole scene graph to the GPU. <br><br></div>An issue I'm struggling with now is that when the viewer is in a certain location in the simulation, _a lot_ of objects need to be displayed, and when the viewer looks in the opposite direction, not a lot of stuff has to be displayed. When comparing these two situations, the cull and draw phases time vary quite a lot, and the GPU seems to be waiting for some work to do. This variation in frame time prevents us from setting a "target" frame rate that could be achieved in most situations during the execution of the simulation.<br><br></div>By disabling the culling computation and simply sending everything to the GPU, I feel we'd achieve a "constant" frame rate. (I would expect a constant low cull time, a constant higher draw time, and variable GPU time, which would not be visible.)<br><br></div>I'm aware that this might not be the most appropriate solution, but I'd still like to give it a try. <br><br></div><br></div>Thanks!<br><div><div><div><div><div><br clear="all"><div><div><div><div><div class="gmail_signature"><div dir="ltr">--<br>Alexandre Vaillancourt<br></div></div></div>
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