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 > > > > > > ____________________________________________________________________________________ > Be a better friend, newshound, and > know-it-all with Yahoo! Mobile. Try it now. > http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

