Hi,

I am running the application on windows XP and my
graphic card is NVidia Geforce 6600.

I was compiling in debug mode, now I would change the
configuration to release mode. 

Thanks in advance


--- Robert Osfield <[EMAIL PROTECTED]> wrote:

> 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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> >  > > 
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> >  > >
> >  > >
> >  >
> > 
>
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> >  > >
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=== message truncated ===



      
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