OnPostRender slow, manageing thousands of Scenenodes...
Posted: Mon Aug 09, 2004 8:12 am
Hi
Currently with my octree culling scenenode I manage to have 90000 Objects without a lockup ~4fps and display ~ 200 triangles that are in the frustum.
The really big problem I have it's the rather slow OnPostRender function. Currently the analyse shows it's 53% the time of running in it. Overloading it with a dummy function results in a framerate of 85fps with ~ 200 triangles My question is how to workaround the problem, the functions always calcs every frame the updateAbsolutePosition
Currently with my octree culling scenenode I manage to have 90000 Objects without a lockup ~4fps and display ~ 200 triangles that are in the frustum.
The really big problem I have it's the rather slow OnPostRender function. Currently the analyse shows it's 53% the time of running in it. Overloading it with a dummy function results in a framerate of 85fps with ~ 200 triangles My question is how to workaround the problem, the functions always calcs every frame the updateAbsolutePosition