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 its speed, > > so I guess that OpenSG isnt 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 ^_^) > ------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users ------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid0709&bid&3057&dat1642 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
