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 > > > > > > > > > > > > > > > > > > ____________________________________________________________________________________ > > > > 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. 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