Hi, I did not want to say that OSG had any problem nor I have the power to reimplement it :), sorry if my sayings were misunderstood
I only wanted to ask for advice in solving my performance problem due to my models' (an animated person model in osg) complexity. Since this problem is observed in addition of only 2 models to my scenegraph, that means to me that the models have some problem as a scenegraph leave, therefore I wanted to close the culling of the model with respect to primitives (if it exists, could not find/implement it yet) especially, I wanted that the whole model is culled as it was a box, and only the presence of the model is tested in being inside the viewing frustrum or not, yet could not implement it. With a single model viewed in osgViewer I get the following times cull 4.21 draw 7.33 update 1.11 frame rate 60 but if that model is added to a scenegraph with a skydome and terrain, the problems become magnificent for my application, I use spatial grouping(quadtrees) but that does not solve my problem since if I can have 5 models in the viewing frustrum that have to be rendered with maximum detail, I get drops in frame rate. I might be fighting with inevitable with my terrain database(maybe that node is causing the problems), dont know the source of my problem yet. I just want to decrease the cull time without interfering the models , since they are program generated models and they seemed complex to me. Thanks --- Robert Osfield <[EMAIL PROTECTED]> wrote: > 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 > ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

