Hi Fabio, Perhaps others can help you. I've already written a huge amount on this thread. I'm afraid I have too many other tasks to keep giving out free consultancy on performance optimization.
Robert. On Thu, May 22, 2008 at 1:59 PM, fabio riot <[EMAIL PROTECTED]> wrote: > it's mean that : > if I move the camera near the model (viewing only same pieces of > triangles (that is some geodes), and pruning the rest), should the > first solution be better ? > While in the second way, using only one geode, the frustum culling > (not pruning geometry) is not efficent. Isn't it? > > But in my case when I move the camera near the model, the improvement > in fps is the same. > > > Should the first way better fot "frustum culling phase"? >> I thought each geodes (leaf node) had own boundig volume used by the >> OSG to chose which geometry render... > > > They do, its the a quad/octr tree structure to your scene graph that > is likely to help the cull traversal, but only if some of the scene > graph will be culled by the cull traversal. > > > > > 2008/5/22 Robert Osfield <[EMAIL PROTECTED]>: >> On Thu, May 22, 2008 at 11:53 AM, fabio riot <[EMAIL PROTECTED]> wrote: >>> Hi Robert, >>> Going back to scene graph? >>>> have I to create 1) a scene with one geode for each geometry? or 2) only >>>> one >>>> geode containing all N geometry? >>> >>> My question is: >>> Why do the two solutions seem to behave in the same way? >> >> If they don't then cull performance isn't the bottleneck. It's also >> not likely to make much difference to cull anyway unless you properly >> build a quad tree of the scene graph. Large flat nodes be that >> osg::Group or osg::Geode are inefficient to traverse. >> >>> Should the first way better fot "frustum culling phase"? >>> I thought each geodes (leaf node) had own boundig volume used by the >>> OSG to chose which geometry render... >> >> They do, its the a quad/octr tree structure to your scene graph that >> is likely to help the cull traversal, but only if some of the scene >> graph will be culled by the cull traversal. >> >> In you own example cull isn't likely to be the bottleneck anyway so >> it's best to concentrate on what is the bottleneck - the sheer amount >> of data you have and the way that you pass it to OpenGL. I've gone >> over all of this before in this thread. >> >> Robert. >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org