Hi Fabio, On Fri, May 9, 2008 at 1:00 PM, fabio riot <[EMAIL PROTECTED]> wrote: > Hi Robert > Sorry, I haven't much experience in computer graphics...can you > explain me what you mean with "GPU down in granularity"?
I believe I wrote: "Your biggest bottleneck will be the GPU, which is down to granularity and the way that you pass your data. " By which I mean the performance you get will mostly depend on 1) the granularity of the data i.e. how big Geometry chunks you use 2) the use of VBO's, DisplayLists, glDrawElements etc. W.r.t granularity I recommend that you experiment with the size of osg::Geometry (i.e. number of traingles per Geometry) to see what sweet spot you get, it'll be driver/hardware dependant so try it on a variety of machines. > 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. I believe both the driver model and the driver implementations are problematic under Vista, if you want best performance right now you are probably best sticking to XP, or just move up to Linux, here the compilers, OS, filesystem, threading support, memory management are all better than any of the Windows OS's. > To improve frame rate is possible to use a decimate model during the > movement (rotation ,zooming..) > switching on complete model in motionless state? Just you can do this, such as by using a Switch which is manually controlled, or perhaps a callback that monitors the view matrix and automatically switches between low res and high res children. You'll need to the decimentation of course, osgUtil::Simplifier could help you out here. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

