Hi Martin,
On Fri, 2005-06-24 at 11:37 +0200, [EMAIL PROTECTED] wrote:
> Hi Andreas,
>
> yes, same problem. I have not more than 6 fps and yes I use the Debug
> libs of OpenSG.
That makes a big difference. The class structure of OpenSG is built on
the assumption that the compiler removes empty functions (like
constructors) and handles inlines well (which a debug version doesn't).
In general having only a small number of polygons per object is going to
be very slow, not matter what you do. If the scene is static you can try
to run the MergeGraphOp on it. That flushes all transformations and
combines all the polygons that have the same material into as few nodes
as possible. If you need to change things dynamically it might be more
efficient to recreate a larger Geometry manually, i.e. create one
Geometry that just keeps multiple objects and recreate it when things
change.
> Plus - please don't laugh - my graphics card is a
> Intel(R) 82865G Graphics Controller (onboard, I guess).
Interesting! If you don't mind leaving it on over night, could you run
GLscry (http://aegisknight.org/glscry) on it and send me the results?
I've never seen anybody with this kind of system, and I'd be interested
in seeing it's performance characteristics.
> Well, if it's
> just a matter of hardware power, I would be satisfied, cause this can
> be changed.
Opt libs and a faster system will make a big difference, but a faster
hardware will benefit even more from larger batches.
Dirk
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