Re: [osg-users] Frame rate improvement

2017-09-24 Thread Julien Valentin
Hi Ale, Your scene tree is clearly overfragmented. You may investigate an adapted osgUtil::Optimizer::SpatializeGroupsVisitor usage Cheers Ale wrote: > Hi, > > thanks for the aswer. > > Yes, sure. I am running in release. > > It is a big scene: > > State Graphs: 2321 > Fast Drawables:

Re: [osg-users] Frame rate improvement

2017-09-22 Thread Ale Maro
Hi, thanks for the aswer. Yes, sure. I am running in release. It is a big scene: State Graphs: 2321 Fast Drawables: 14177 Primitive Sets: 52013 Vertices: 7215794 Triangles: 971664 Quads: 984448 Polygons: 362048 It is strange that Cull always go from 900ms to 300/400 ms doing nothing after

Re: [osg-users] Frame rate improvement

2017-09-22 Thread Robert Osfield
Hi Ale, Having many thousands of transform in the scene graph will be very expensive on cull performance as each transform require the view frustum, modelview and projection matrices and other cull paramters to be cloned and transformed into the local coordinate frame. Thosudans of transforms

Re: [osg-users] Frame rate improvement

2017-09-22 Thread Christian Buchner
897 ms culling time sounds excessive to me, even for a large scene. Is this application built in a release configuration of the compiler? You could attempt a hierarchical grouping of the scene graph nodes with group objects to speed up the culling, using some kind of space partitioning algorithm.

[osg-users] Frame rate improvement

2017-09-22 Thread Ale Maro
Hi, until now I improved visualization performance of my application in several way thanks to your suggestions. Now I would like to go another step ahead. May be this is common topics but it is not clear to me how to solve it. I have a CAD-like application. Potentially a scene can contain