[osg-users] State changes causing huge drop in framerate
osgforum at tevs.eu
Thu Apr 7 09:39:53 PDT 2011
I am not running a debug build.
Just create a scene graph with 100 geometries, and attach a texture attribute to the stateset of each geometry. Now compare the framerate with the same scene graph, no stateset created, but a draw callback set up inside which you call renderInfo.getState()->applyTextureAttribute(0, texture).
Making me believe the state 'diff' engine of OSG is very slow.
I disable display lists and enable VBOs on each geometry otherwise drawImplementation or the draw callback is not called.
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