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.
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