Hi James, For performance improvements with VR applications it may be best to have a look at the OpenGL MultiView extension. These are integrated with the MultiView branch of the OSG that is built off the 3.6 branch.
The MultiView functionality requires use of shaders, but if your scene graph is already shader based these could be tweaked to include the extra uniforms required for the multiview. Since most OSG/OpenGL applications are CPU limited it's possible to add stereo rendering with very low overhead, in the tests I've done with my Geforce 2060 system it's possible to do stereo with negligible slow down over normal rendering. There also some work I've done on the VSG that could potentially backported to the OSG that would improve CPU performance such as the vsg::Allocator work. These approaches will likely give far better performance improvements that trying to be clever about traversals. Cheers, Robert. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/5fc99f81-1f14-403c-816f-82d9cb9e89c4n%40googlegroups.com.
