Hi Robert Sorry, I haven't much experience in computer graphics...can you explain me what you mean with "GPU down in granularity"?
However I have tested the program in Windows XP 32 bit (precedent test was made in Vista 64 bit) and now I can use VBO and DL also for larger dataset (maybe the GPU driver aren't efficent in VISTA). The only side effect is with DL, for larger model ,some piece of geometry aren't rendered. To improve frame rate is possible to use a decimate model during the movement (rotation ,zooming..) switching on complete model in motionless state? Thanks 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? > _______________________________________________ > 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

