A few other tips:

If framebuffer bandwith is the problem, try reducing the resolution of your viewport. If texture bandwidth is the problem, try using simpler blending (not trilinear/anisotropic) or smaller textures.

You should be able to figure out how much overdraw you have, then calculate the amount of pixels/second and bytes/second your app requires when zoomed in (slices * resolution * num read/writes (framebuffer + texture)). Compare that to the specs of your hardware and see how close you are to the limit.

I've also recently noticed that RenderAction::stop() calls glFinish(). This could perhaps affect the framerate if your application uses both cpu and gpu heavily, since they won't be able to work in parallell (glFinish() waits for all queued renderings to be completed, while the cpu simply idles. It shouldn't really be called at all in a realtime system, but it is used for statistics here.). Try commenting that away or override stop() and see if that helps.

Regards,
/Marcus

Matthias Stiller wrote:

Not that my answer is helpful in any way, but you could shop for faster gfx hardware (SLI maybe ?):)

Regards

Matthias

On Wednesday 23 November 2005 16:44, Thomas Beer wrote:
I think this is because of the alpha blending of all slices - it's
simply more pixels to blend when you get nearer. No idea how to make
this faster, though!

Vincent Honnet wrote:
Hello,

I have a question concerning the volume rendering: if the camera is
far from the volume the framerate is about 30 or 40 Fps, if the
camera is near of the volume the framerate decreases to 15 Fps. Is
that normal ? It could become a problem for me with stereoscopic
visualization.

Thanks a lot.

Vincent


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