Has some change been made recently between the released 1.8-0 branch and 1.x head that would result in a drastic performance drop. I have a vrml model that after producing all the primitives in it results in about 930k triangles and 4600 nodes.
In windows using the QT based sceneviewer I get about 40 FPS and in OS X with a glut based app using SimpleSceneManager I get about 7 FPS. If I change the number of elements in the spheres and cylinders in the model by editing the VRML node desc in OS X on the same machine I can only get the frame rate to 25 going down to about 100k polygons and and about 20 FPS going to 250k polygons. I have also tried various combinations of the merge and split operators to improve performance in OS X and have had little success. Is this the real performance gap between OS X and windows xp or is there a certain revision that I should sync to before some performance damaging tinkering occured. Does anyone have a suggestion for how to deal with a model that is a bunch of cylinders and spheres located such that the cylinder + sphere appear to be capsid (I am dealing with VRML files exported from pymol). thanks, Aaron ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
