Hi J-S,

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> Sent: Monday, February 04, 2008 12:55 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Displaying cables
> 
> Hello Mike,
> 
> Thanks a lot, good questions and suggestions here.
> > - any ideas on exactly where you're bottlenecked?
> >
> As I said, if I set nodemask to 0 on the cables the draw time goes way
> down. So I'm pretty sure the bottleneck is there (in other words, it's
> not how I build the geometry, because that's being done anyways; it's
> not the physics either). Though more specifically than that I can't
> say.

I meant GL pipeline bottleneck: increase/decrease the number of cable 
segments/tessellation to see if you're geometry dispatch/transform-bound; 
change the aspect ratio of the cable segments (some GPUs are inefficient at 
rasterizing long skinny triangles; you could get a speed up by adding segments!)

> > - if perception of cable width is critical, how are you ensuring the
> quads are orthogonal to the viewer?  Billboards, adjusting the quad
> verts, viewer/quad relationship is fixed, etc?
> >
> Sorry, I wasn't very clear. It isn't billboards, and I can see that it
> sounded like that the way I described it. We're building "cylinders"
> with quad strips. So we'll give a subdivision level (number of quads
> for
> a segment, for example 6). And then the cable is a set of segments,
> each
> of which consists of 6 quads in this case. Since in this case, the
> cable
> with the most segments has about 20 of them (120 quads), I don't quite
> see why it's so slow. Of course, it might be the display list rebuild
> time, but I can't switch them off for some reason...

So you're drawing 6x as many quads as necessary; that's seems a good rationale 
to learn geometry shaders! :-)  That and moving texcoord generation off the CPU 
and into the vertex shader.

-- mew


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