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Hi Vinoth,<br>
<blockquote cite="mid:1487772063.m2f.70312@forum.openscenegraph.org"
type="cite">
<pre wrap="">Hi Community,
I am creating buildings using osg::Geometry from shapefile data. I am draping textures on each side of the building... Its rendering fine, but frame rate it too low..... Its because it has too many buildings to be rendered.</pre>
</blockquote>
<br>
<blockquote cite="mid:1487772063.m2f.70312@forum.openscenegraph.org"
type="cite">
<pre wrap="">
Is there a way to hide buildings from viewing frustum which are overshadowed by building in front of the camera ??? </pre>
</blockquote>
This would be occlusion culling. The problem is, that potentially
every building is an occluder, so you might sacrifice more of CPU
and GPU to determine visibility than you gain. <br>
<blockquote cite="mid:1487772063.m2f.70312@forum.openscenegraph.org"
type="cite">
<pre wrap="">
Any suggestions or alternate method to improve frame rate is appreciated...
I hereby attach the screenshot for reference....</pre>
</blockquote>
<br>
But be sure to measure where you actually lose the performance! Send
us a screenshot of the stats, so we can help you into the right
direction. <br>
Usually reducing the number of draw calls and state-changes is the
right track. Could you produce a small sample graph so we might
inspect it? Maybe you're structuring your graph to flat and to much
time is spent to determine visibility/draw-calls. <br>
<br>
If you're brave and your problem is draw calls you can use
instancing with LoD. See the osggpucull example. Adding multiple
textures can be done by adding a textureArray and passing the index
per instance in a vertex attribute.<br>
<br>
Cheers<br>
Sebastian <br>
<blockquote cite="mid:1487772063.m2f.70312@forum.openscenegraph.org"
type="cite">
<pre wrap="">
Thank you!
Cheers,
Vinoth R
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