By default OSG 2.x uses a Draw thread and Cull thread per draw context, so
your already have multi-process unless you set tings to run single thread

 

As you do not define what a large scene, what frame rate you desire,  it’s
hard to say what the issue may be, and we have no idea of you hardware,
memory, graphics, cpu, other things, window size, etc

 

It highly likely you have a very flat scene graph that takes a lot of
culling,  you may simply have too much data for you systems capabilities,
too many textures , you may be expecting too high a frame rate etc.

 

I would suggest a search on the mailing list archives to look at discussion
on how to optimize  databases/models for real-time simulations there have
been a lot of these discussion and search the web for the same

 

Building Databases to run efficiently is a skill that has to be learned, and
has to take in to all the components of your system, Memory, Graphics Card,
Field of View, Near/Far Clip Plans, Screen(s) size(s), target frame rate,
What the card can realistically handle,  once you can quantify these things,
then you have a estimate of the number of polygons you CAN have per frame.
And this will chance for each different database

 

When I taught Vega Prime/Creator classes I had a really nice spread sheet
that you could place all these on other parameters in and it would tell you
want your polygon budget etc was, unfortunately I cannot distribute this..

 

 

 

____________________________________________________________________________
__





Capture the magic of Christmas this year see
<http://www.capturethemagic.com/> http://www.capturethemagic.com
____________________________________________________________________________
__

Gordon Tomlinson 

 <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
IM:  <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
 <http://www.vis-sim.com/> www.vis-sim.com
<http://www.gordontomlinson.com/> www.gordontomlinson.com 

____________________________________________________________________________
__

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of forest37
Sent: Friday, November 28, 2008 3:21 AM
To: [email protected]
Subject: [osg-users] Processing model

 

 hi all,

    I find that when I have a large scene to render,the cull and draw time
is so long that the program can't be interactive.I an wondering whether
there is a processing model which processes the cull and draw time
simultaneity.That is to say the first frame's draw() runs in the second
frame .there is a picture "Figure 6 - Multithreaded phase model for
multidisplay system with CULL and DRAW as separate threads" in the article
"A New Processing Model for Multithreaded, Multidisplay Scene Graphs" at
http://andesengineering.com/OSG_ProducerArticles/OSGMP/index.html

    Is there a thread model in osg can achieve that?

    Thanks in advance

best regards 

forest

 

 

  _____  

[广告] 重奖  <http://popme.163.com/link/004584_1120_7027.html> 悬赏kfc3v3 球
衣

<<attachment: image001.gif>>

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to