Hello Aaron,
aaron bryden wrote:
> 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'm not aware of any change that decreased performance and so far we had
no reports about such an issue.
> 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.
Hm, a couple of things that come to mind:
- do you use release (optimized) libraries on both OS ?
- do your OSX graphics drivers have support for hardware acceleration ?
- what is the general quality of OpenGL on OSX, does someone know if
there is a gap in driver quality ?
- is this on the same machine just with different OS or on different
hardware as well ?
> 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.
See above, I not aware of any patches that knowingly decreased
performance in order to fix a correctness issue for example. Whether
there is a difference in OpenGL performance between win and OSX I can
not comment on, as I have not used either of them for development. Does
somebody else have any insights ?
> 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).
hm, if the cylinder have end caps and the spheres are full spheres
instead of just half-spheres there are quite a number of polygons being
wasted, because they are inside the capsules. Do these capsules differ
only in orientation/size/material or are they actually different
geometries ? In the former case a single geometry that is just
transformed should be sufficient for the scene and then you might also
use a Level of Detail (LOD) node to switch to lower resolutions for
geometry in the background.
Hope it helps,
Carsten
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