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.
>>> _______________________________________________
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>>>
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