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I need to render point clouds in OpenGL for a project I'm working on. The problem is it just becomes too damn slow when the point cloud size increases. So I'm trying to use LOD methods and nested octrees to speed things up. Also, I need to render text too in my OpenGL scene. So now I'm stuck trying to show proper labels using Qt and OpenGL which is completely pissing me off by the way. And I'm not doing the actual speeding up thing I was working on earlier on and before that I was working on the actual function of my program. So I'm now deviated from the deviation.

Fuck my brain.

Comments
  • 1
    I don't really know opebgl, but as far as i know, thinmatrix in youtube is making a game with opengl and has clouds (^^)
  • 7
    @CozyPlanes Thanks man .. I'll check it out .. 😁😁
  • 2
    @notroot what all render operations do you need to do with the cloud?
    I once saw a method in which you cluster the points in the cloud and project each cluster to a texture mapped to the convex hull of the cluster.
    Approximations, but what the hell.
    Also, if you're rendering a sphere or something for each point, are you using instancing (send geometry once, copy and transform repeatedly) or are you literally sending a new sphere for every point?
  • 2
    Did you try the usual tricks of z-buffer testing and rendering only what's within your frustum?

    Also, depends on what you're rendering, you can use the tessellation shader to control the LOD.
  • 1
    @notroot progress??
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