IM=Immediate mode rendering

2008/5/7 Robert Osfield <[EMAIL PROTECTED]>:
> 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?
>
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