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 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ______________________________________________________________________ > > > > ______________ > > > > 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 > === message truncated === ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

