Hi,

The most common problem with performance is a poorly conditioned scene
graph, so this is the place to look first rather assuming there is a
problem in the core OSG that needs a major rewrite.   The OSG is used
very widely with plenty of people pushing it as hard if not harder
than you are and still hitting a solid 60Hz.

Now an increase in cull time of 5ms with adding a single model is
seriously out of keeping, so this really needs to be look at in
isolation - what exactly is in the model?  What update, cull and draw
times do you get for each of these models?

Robert.

On Mon, Feb 25, 2008 at 1:36 PM, guher b <[EMAIL PROTECTED]> wrote:
> Hi,
>
>  I am using a standard graphics card for todays, and
>  rendering a 100 mb (s3tc textured) terrain database.
>   The cull traversal time increases too much when I add
>  animated models (osg model with update callback)
>  (each having 1400-1500 polygons) to the scene, so that
>  the frame rate drops too much. Each addition of model
>  makes 5 msec increase in cull traversal time. I tried
>  to optimize the cull time with reimplementing the cull
>  visitor, however, I could not achieve any improvements
>  on this issue yet (the problem is that the cull
>  visitor takes too much time with the addition of
>  models, so that the problem is cpu bound, the draw
>  time is not bad),  Does anybody know how could i carry
>  the load from cpu to graphics card in cullvisitor?
>
>  Thanks a heap
>
>  Thanks
>
>
>
>
>       
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