Hi,

The cull and draw times you have are appalling slow.  Its clear that
your model is really badly conditioned.  The number of transforms and
geodes etc isn't that high, and shouldn't cause things to be that
slow.

Hows about some details of the OS, hardware you have.  Also are you
compiling in Release mode??  Doing any benchmarking in anything other
than Release mode is totally pointless as Debug builds can easily make
things 5 to 10 times slower.

Robert.

On Mon, Feb 25, 2008 at 4:08 PM, guher b <[EMAIL PROTECTED]> wrote:
> 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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