Hi Folks,
First off, let me say that it's good to be back on the list - it has been
awhile ;-)
I'm trying to tune a scene-graph representing a relatively-large model. I'm
seeing what I think are abnormally long cull-traversal times. The SG looks
as follows:
(State is constant across the entire scene)
[Group] x 1
|
[Switch] x 1
|
[MatrixTransform] x 100
|
[Geode] x 1
|
[Geometry] x 100
There are approx 10K Geometry Drawables in the overall scene. The cull
traversal for this scene graph is approx 10ms on a 2.5GHz Core2Duo
processor.
If I change the SG to the following:
[Group] x 1
|
[Switch] x 1
|
[MatrixTransform] x 100
|
[Switch] x 1
|
+-----------------------------+
| |
[Geode] x 1 [MatrixTransform] x 100
| |
[Geometry] x 100 [Geode] x 1
|
[Geometry] x 1
and I turn on the new branch, the cull traversal jumps to 80ms. If I
eliminate the single Geometry node below the new geode (so that the new
branch is still there, but doesn't draw anything, cull-traversal falls to
40ms.
Can anyone help explain what is going on here? These cull-traversal times
seem long relative to the complexity of the scene and the speed of the
processor - I'm trying to hit a 60Hz frame-rate, and even 10ms for the cull
is just not going to cut it. For better or worse, there isn't a good way to
simplify the complexity of the scene.
cheers,
sean
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