Robert Osfield wrote:
Hi Fabio,
On Tue, May 6, 2008 at 3:32 PM, fabio riot <[EMAIL PROTECTED]> wrote:
About your advice...(how to render 12000000 triangles file,ply)
Once I break the model into smaller geometry (for example N=200
geometry blocks with 60000 triangles),
have I to create a scene with one geode for each geometry? or only one
geode containing all N geometry?
I thought the first solution was the best...but trying both I'haven't
noticed difference in frame rate
Your biggest bottleneck will be the GPU, which is down to granularity
and the way that you pass your data. The exact way you hang the
Geometries off the scene graph won't matter too much right now as you
aren't CPU limited, later on once you have the GPU side working
efficient you might see CPU overhead being an issue, then we can look
at optimizing the scene graph structure, but right now don't worry
about it.
W.r.t Granularity try various tests with different number of
triangles in each geometry, look for the sweet spot.
W.r.t how you pass the data, VBO's will most likely be the best way.
Also you need to reduce the amount of memory you using - use
compressed versions of colours, share vertices as much as possible -
use osg::DrawElementUShort.
beside with smaller geometry I'have noticed an improvement in
rendering performance using VBO or IM (about 5 fps (N=200) versus 1fps
(N=1)),
but the best solution seem to be DL (fps 15 in all case N=1 or N=220).
For larger dataset (30.000.000 triangles) the program is able to view
the object, only using IM (switching off DL and VBO)
What do you mean by IM?
I guess he means immediate mode
Paul
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