Hi Eric,

Eric Maslowski wrote:
> Hello,
>   I did some preliminary tests with the posted applications...
>
> System Specs: P4 3.2Ghz, 2GB RAM
>                       QuardoFX 3000G, 256mb
>
> --------------------------------------
> tie100 (no problems)
> --------------------------------------
> OSG:          17.1377s / 61.9189 fps
> OpenSG:       214.343s / 61.5804 fps
>
> --------------------------------------
> tie243
> --------------------------------------
> OSG:          44.9264s / 57.0836 fps  // stutters when object clips window
> OpenSG:       1757.0s  / 61.2751 fps
>
> --------------------------------------
> mastodon (477,217 tris)
> --------------------------------------
> OSG:          68.8049s / 61.1406 fps  // stutters same as above
> OpenSG:       58.4690s / 61.8778 fps  // had to use WRL, OBJ file failed
>
>
> I will try to do the other tie fighter tests overnight, but initial
> impressions are fairly positive for OpenSG. It doesn't slow down and stutter
> when objects clip the frustum and gets good frame rates with large files.
> The load times for OBJ are horrendous compared with OSG as well as OpenSG's
> own VRML loader. 
>
> Questions:
> 1) are any optimizations made regarding vertex indices? (e.g. using shorts
> instead of regular 32bit ints) 
>   
Not by default. You can add the GraphOp to it if you want to try it.
> 2) has anyone else encountered "Unknown Object Data Element x.xxxxx" when
> using OBJs exported from Max?
>   
Nope.
> 3) Why is there such a profound difference between OBJ and WRL loading?
>   
Don't know yet, will look into that next week.

Yours

    Dirk

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