Please note that PositionAttitudeTransform nodes are multiple, and the rest
is single (Geode - Geometry ...)

2008/10/23 Can T. Oguz <[EMAIL PROTECTED]>

> Hi Robert,
>
> I've attached a model description and a screen capture to make it clear.
> What I understand is that :
>
> Model 1, with high number of faces (some unnecessary)
> Model 2, with low number of faces (only visible)
>
> Model 1 is much more efficient (almost doubles the frame count) And the
> reason is Model 2 brings more CPU time because of lacking gl display lists?
> If I get it right, what I need to do is minimize the number of Geometry
> nodes. Right?
>
> In addition to this, I've observed that the frame rate loss happens with
> far camera positions (as expected)  So I tried to use overlay nodes but
> couldn't get much use of that. So I've decided to create a hand made texture
> during object regeneration and use it in the far LOD node.
>
> Thank you very much for your guidance,
>
> Can
>
> 2008/10/22 Robert Osfield <[EMAIL PROTECTED]>
>
> HI Can,
>>
>> The bottleneck is very unlikely to be fill rate so optimizing of faces
>> won't be an advantage, and if you increase the CPU, bandwidth or
>> vertex processing overhead with this change you will see a net loss.
>>
>> As for optimizing, the best way would be create the boxes yourself and
>> place them into a set of osg::Geometry where each Geometry contains a
>> say a 5 by 5 cube of your boxes, then position these (or perhaps even
>> this) geometry around your scene using transforms.
>>
>> Robert.
>>
>> On Wed, Oct 22, 2008 at 4:00 PM, Can T. Oguz <[EMAIL PROTECTED]> wrote:
>> > Hi,
>> >
>> > I have a seen with about 10,000~100,000 textured boxes. They were mostly
>> > aligned on top of each other so instead of using osg::Box, I've prepared
>> the
>> > equivalent with only visible faces (textured quads) But I've got lower
>> frame
>> > rates with this "optimized" scene. So I want to ask what kind of
>> optimizatin
>> > does OSG run (except display lists)?
>> >
>> > Thanks for reading,
>> >
>> > Can
>> > _______________________________________________
>> > 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

Reply via email to