<div dir="ltr">Hi Daniel,<div><br></div><div>have a look here</div><div><a href="http://3dcgtutorials.blogspot.mk/2013/08/instancing-with-openscenegraph.html">http://3dcgtutorials.blogspot.mk/2013/08/instancing-with-openscenegraph.html</a><br></div><div><br></div><div>For this you can use hardware instancing.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, May 27, 2016 at 10:07 AM, Robert Osfield <span dir="ltr"><<a href="mailto:robert.osfield@gmail.com" target="_blank">robert.osfield@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Daniel,<br>
<br>
I don't think general purpose impostors are the best route these day.<br>
They were required when graphics hardware was much slower.<br>
<br>
For you high poly cars you'd be better off creating LOD's.<br>
<span class="HOEnZb"><font color="#888888"><br>
Robert.<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
On 27 May 2016 at 06:36, Daniel Schmid <<a href="mailto:daniel.schmid@swiss-simtec.ch">daniel.schmid@swiss-simtec.ch</a>> wrote:<br>
> Hi there<br>
><br>
> I have a scenario with around 100 cars driving around in my scene. I wondered if I could gain some performance by using impostors to simplify the rendering if this high-poly objects.<br>
> For now I have no experience with impostors, and I don't know if they integrate well with Shadow (VDSM).<br>
> Anybody out there used these two techniques along side?<br>
><br>
> Thank you!<br>
><br>
> Cheers,<br>
> Daniel<br>
><br>
> ------------------<br>
> Read this topic online here:<br>
> <a href="http://forum.openscenegraph.org/viewtopic.php?p=67252#67252" rel="noreferrer" target="_blank">http://forum.openscenegraph.org/viewtopic.php?p=67252#67252</a><br>
><br>
><br>
><br>
><br>
><br>
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</div></div></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature">trajce nikolov nick<br></div>
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