Hi, On Tuesday 29 July 2008 15:18, James Killian wrote: > I 100% agree with that as that is the first thing I did. For the matrixf > mult I got 50% improvement with aligned data and 35% with unaligned. For > the Invert4x4 I got 80% improvement with aligned and 70% aligned with > unaligned. I've submitted this code in as it was the most time spent in > the profiles of our game. I wonder what your scenegraph looks like. Why do you have that much matrix operations? Where are they called from? Why do you need that many inverted matrices?
Also the invert method makes me wonder. As far as I can tell, you do not need inverted matrices to do cull and draw. At least not in a magnitude that makes that method appear in profiles. Do you compute intersection tests where you need that inverse? And what kind of matrices are in your code that you really need the full 4x4 inverse? Almost alway the cheaper 3x4 variant can be used for usual transforms. Well, I ask that because I get the impression that the real botteneck - where you can gain much performance - is somwhere different. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

