Hi,

I thought that geodes received primitive culling but I
could not find it to close it(now know that there is
no primitive culling, it is left to graphic card),

therefore solution seems to be flattening the model,

Thanks a heaps

--- Brian R Hill <[EMAIL PROTECTED]> wrote:

> OSG already culls the models based on heirarchical
> bounding volumes.
> 
> The complexity of the models is the most likely
> problem. You need to
> understand the model structure and how it impacts
> performance. The applies
> to every stage - update, cull, draw.
> 
> Try running without your terrain or skydome and see
> what the impact of just
> the animation models is.
> 
> 
> Brian
> 
> [EMAIL PROTECTED]
> wrote: -----
> 
> 
> To: OpenSceneGraph Users
> <[email protected]>
> From: guher b <[EMAIL PROTECTED]>
> Sent by: [EMAIL PROTECTED]
> Date: 02/25/2008 10:30AM
> Subject: Re: [osg-users] osgUtil::cullvisitor
> 
> 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
> > >
> > >
> > >
> > >
> > >
> >
>
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> 
> 
> 
>     
>
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