Hi, 
I converted the model to an ascii osg file, and in the
file, there exists,
-12 groups
-59 matrix transforms some holding totally 20
animationpathcallbacks
-40 geodes
-4 statesets, one of them holding 1 material and 1
textureunit and 11 geodes referencing this stateset

I tested the model with osgviewer, with 8 models the
statistics are as follows, 
cull time: 34.5
draw time: 40.5
frame rate:11.5
In this case, the cull time does not increase 5 ms
with the addition of 1 model. But for 10 models viewed
in osgViewer,
cull time: 110.5
draw time: 62.5
frame rate:4.27

yet in my application, when there exist a single
model, on the addition of a second model, the cull
time increases  as 5 ms.

Thanks in advance 



--- Gordon Tomlinson <[EMAIL PROTECTED]>
wrote:

> 5ms for a 1500 polys is a lot, 
> 
> are there a lot of different textures, colours,
> materials on the models ?,
> large textures sizes ?
> 
> Are there degenerate polygons etc.
> 
> do you see the same hit is you run osgview with one
> of the problematic cases
> ?
> 
> Could you post an example of the model the exhibits
> the problems
> 
> If you run you model through optimize and write it
> out as an IVE or even an
> ASCII OSG format do you still see the same hit ?
> 
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]
> On Behalf Of Robert
> Osfield
> Sent: Monday, February 25, 2008 9:25 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osgUtil::cullvisitor
> 
> 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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