Hi!

I didn't change the geometry. I used two ways to do the rotation. First was 
with the tracking ball and second
with a transformation Node. So I changed the scene okay. But not the geometry 
node in its structure.

The second way gives some other effects. For example the window dividing for 
the servers change during rotation
from bottom to top and from left to right. Using 1 Server is okay. 2 Servers is 
slower. And starting by 4 I am back. I think this is because the data is 
transmitted on every rotation because of the object rotation?

I also tested your Sort Last example you send through this list some time ago. 
I couldn't make it run. Was with a daily build from this week.

greetings
Marcus
-----Ursprüngliche Nachricht-----
Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Dirk Reiners
Gesendet: Freitag, 20. April 2007 20:28
An: [email protected]
Betreff: Re: [Opensg-users] strange results during speed test


        Hi Marcus,

Rieche, Marcus wrote:
> Hi! 
> 
> I wrote an test application for OpenSG 1.6. I do da custom rotation with 
> an scalable object.  With each call of display() I count up a frame counter.
> 
> My test object is a field of pyramids side by side. I use SortFirst and 
> Multicast.
> 
> For a object size with 160000 triangles I get
> 
> 1 Server               30 FPS
> 2 Server               45 FPS
> 3 Server               52 FPS
> 
> For a object sitze with 1 000 000 triangles I get
> 
> 1 Server               13 FPS
> 2 Server               8 FPS
> 3 Server               8 FPS
> 
> So first test is something I would expect. But the other one is the more 
> interesting. And that doesn't look good. So I wonder if there is 
> something wrong in my program. Is there something I can do to get a 
> speed up for bigger objects.
> 
> More triangles for example something about 2 000 000 or 4 000 000 gives 
> a program crash. Is there a limit for one node?

There is no built-limit, so that is surprising.

One reason I could think of that would explain the effect is if you change a 
part of the actual geometry per frame. That would force sending the whole 
geometry over, which will take longer with a larger object.

Can you check to make you don't do that?

Thanks

        Dirk

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