HI big is test_load_resolution? 10, 20, 100, 1000, 10000??
BTW, this isn't an OSG Performance issue, this is your code performance issue.
On 10/26/07, Shawn Cook <[EMAIL PROTECTED]> wrote:
>
> Hi, I'm back to whine about my performance issues in OpenSceneGraph. Look
> at this main loop:
>
> while( !viewer.done() && !timeToDie)
> {
> //*** SLOW CODE ***
> osg::Vec3Array *vecs = dynamic_cast<osg::Vec3Array*>
> (geom->getVertexArray());
> if( vecs ) {
> for(int i=0; i<test_load_resolution; i++ ){
> for(int j=0; j<test_load_resolution; j++ ) {
> float left = unit_size*i;
> float right = unit_size*(i+1);
> float bottom = unit_size*j;
> float top = unit_size*(j+1);
> int quadIndex = (i*4*test_load_resolution) + (j*4);
> vecs->at(quadIndex+0).set(left, bottom, 0.0);
> vecs->at(quadIndex+1).set(right, bottom, 0.0);
> vecs->at(quadIndex+2).set(right, top, 0.0);
> vecs->at(quadIndex+3).set(left, top, 0.0);
> }
> }
> }
> //^^^ SLOW CODE ^^^^
> viewer.sync();
> viewer.update();
> viewer.frame();
> }
>
> When I comment out "SLOW CODE" my framerate is a few hundred frames a
> second. But when I uncomment "SLOW CODE" my frame rate won't go above
> 20fps. I need dynamic vertices in my application - how do I acheive this
> with OpenSceneGraph?
>
> Thanks folks!
>
> -Shawn
>
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