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 >> > >
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