Hi andreas,
thanks for the fast answer. I tried your suggestion,
but my application behaves weirdly. For debugging 
purposes I added a SimpleStatisticsForeground,
so now I am reporting to you the output.

If I do not activate the occlusion culling, it says:

Fps:                            38     (I am not using any shader)
Travtime:                       0.05
Dravtime:                       0.02
Tested Nodes:           15
Culled Nodes:           0
Material Changes:       10
Matrix Changes:                 36
Nodes Drawn:            ~14000
Triangles Drawn:                ~64000
Primitives Groups:      ~24000
Vertices Transformed:   ~114000
Textures used:          6
Bytes of textures used: ~1MB

If I switch on the occlusion culling,
The speed drops and:

Fps:                            2.4
Travtime:                       0.4
Dravtime:                       0.4
Tested Nodes:           15
Culled Nodes:           ~14000
Material Changes:       ~11000
Matrix Changes:                 ~6000
Nodes Drawn:            256
Triangles Drawn:                ~7000
Primitives Groups:      ~600
Vertices Transformed:   ~8000
Textures used:          6
Bytes of textures used: ~1MB

So the number of rendered primitives is dramatically reduced...
But now most of the time is spent in material / state changing.

Any clues about this strange behaviour?

Thanks,
E.

-----Messaggio originale-----
Da: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Per conto di Andreas
Zieringer
Inviato: giovedì 18 maggio 2006 16.16
A: [email protected]
Oggetto: Re: [Opensg-users] rendering performance and optimization

Hi Enrico,

you can try to enable occlusion culling this is a very simple 
implementation so don't expect too much.

renderAction->setOcclusionCulling(true);

Andreas

> Hi Dirk and all opensg users,
> 
>  
> 
> I have a small question about performance of rendering and possible
> 
> ways of optimizing my code.
> 
> In my scene there are several hundred textured boxes, the most of them
> 
> using the same SimpleTextureMaterial. I added to all the materials in the
> 
> scene an SHLChunk, holding a small shader featuring shadow mapping.
> 
>  
> 
> In the moment I turn on shadows, performances of the application
> 
> drop significantly (from kinda 40 fps to a mere 5-6). If the boxes are
> 
> hidden by a flat panel, the application does not improve it’s speed,
> 
> so I guess that OpenSG isn’t doing any occlusion culling. Is there a way
> 
> to turn on occlusions and avoid the shading of invisible pixels?
> 
> Using a simpletexturedmaterial instead of a MateriaChunk, can end up in
> 
> some weird OpenGL state swapping and in a resulting lost of performance???
> 
> Is there a way to check what part of my application is working as a 
> bottleneck?
> 
>  
> 
> Thanks for the help,
> 
> Enrico
> 
>  
> 
> (ps. New mail address old problems ^_^)
> 



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