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OpenSceneGraph 3.0: Beginner's Guide
In this final chapter of this book, we are going to introduce the techniques necessary for building a fast, real-time rendering system that will help users to load, organize, and render massive datasets in an efficient manner. It is relatively easy to learn all the classes, methods, and global variables of a large set of API calls, but the way to put what has been learned into practical use, properly and efficiently, is another thing. The methods to improve rendering efficiency here may help to solve some engineering problems that we meet from time to time.
In this chapter, we will learn:
The basic principles of implementing multithreaded operations and rendering in OSG
The concept of scene culling and the occlusion culling technique
Different ways to improve rendering performance, by modifying and sharing geometries and textures
The dynamic paging mechanism and its utilization in handling huge datasets
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