ok however, thanks
2008/5/22 Robert Osfield <[EMAIL PROTECTED]>: > Hi Fabio, > > Perhaps others can help you. I've already written a huge amount on > this thread. I'm afraid I have too many other tasks to keep giving > out free consultancy on performance optimization. > > Robert. > > On Thu, May 22, 2008 at 1:59 PM, fabio riot <[EMAIL PROTECTED]> wrote: >> it's mean that : >> if I move the camera near the model (viewing only same pieces of >> triangles (that is some geodes), and pruning the rest), should the >> first solution be better ? >> While in the second way, using only one geode, the frustum culling >> (not pruning geometry) is not efficent. Isn't it? >> >> But in my case when I move the camera near the model, the improvement >> in fps is the same. >> >> >> Should the first way better fot "frustum culling phase"? >>> I thought each geodes (leaf node) had own boundig volume used by the >>> OSG to chose which geometry render... >> >> >> They do, its the a quad/octr tree structure to your scene graph that >> is likely to help the cull traversal, but only if some of the scene >> graph will be culled by the cull traversal. >> >> >> >> >> 2008/5/22 Robert Osfield <[EMAIL PROTECTED]>: >>> On Thu, May 22, 2008 at 11:53 AM, fabio riot <[EMAIL PROTECTED]> wrote: >>>> Hi Robert, >>>> Going back to scene graph? >>>>> have I to create 1) a scene with one geode for each geometry? or 2) >>>>> only one >>>>> geode containing all N geometry? >>>> >>>> My question is: >>>> Why do the two solutions seem to behave in the same way? >>> >>> If they don't then cull performance isn't the bottleneck. It's also >>> not likely to make much difference to cull anyway unless you properly >>> build a quad tree of the scene graph. Large flat nodes be that >>> osg::Group or osg::Geode are inefficient to traverse. >>> >>>> Should the first way better fot "frustum culling phase"? >>>> I thought each geodes (leaf node) had own boundig volume used by the >>>> OSG to chose which geometry render... >>> >>> They do, its the a quad/octr tree structure to your scene graph that >>> is likely to help the cull traversal, but only if some of the scene >>> graph will be culled by the cull traversal. >>> >>> In you own example cull isn't likely to be the bottleneck anyway so >>> it's best to concentrate on what is the bottleneck - the sheer amount >>> of data you have and the way that you pass it to OpenGL. I've gone >>> over all of this before in this thread. >>> >>> Robert. >>> _______________________________________________ >>> 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 >> > _______________________________________________ > 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

