I'm quite interesting in getting my scenegraph  more balanced scenegraph. I
will take the time to think about it (and probably ask for help then).

Concerning the  _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS I didn't get how to
generate the include/OpenThreads/Config file. Anyway, I don't get neither
how it can come into play as I'm profiling with the SingleThreaded option
and the results are too bad.

regards,

On Tue, Feb 10, 2009 at 5:32 PM, Robert Osfield <[email protected]>wrote:

> Hi Simon,
>
> Like Alex I recommend that you have a look at whether your build is
> using atomic ref counts.
>
> Second up, your explanation of your scene graphs suggest to me that is
> very poorly balanced.  You cull/draw times are all very long, even for
> complex scenes I would expect cull and draw times 1/10th of these.
>
> Lots of PAT's all under a single Group node is really badly balanced -
> you should try to create a quad tree structure as this improves cull
> performance significantly as how subgraphs containing thousands of
> nodes can be culled in a single op.  Also see if you can use an design
> that doesn't rely heavily of PAT's, as each transform in your scene
> requires the view frustum to be transformed into the local coords of
> the PAT, which is relative expensive operation.
>
> Robert.
>
> On Tue, Feb 10, 2009 at 8:50 AM, Simon Loic <[email protected]> wrote:
> > I think I have a problem similar to Alex one.
> > The stats I get follow :
> >
> > MultiThreaded/SingleThreaded
> > Cull Time:  40/33
> > Draw Time:  55/52
> > GPU Time:   85/85
> >
> > I also attached a callgrind output (you can use kcachegrind to analyse
> it)
> > where it seems that the osgUtil::SceneView::cull() costs 70% of
> > osgViewer::Renderer::cull_draw() while osgUtil::SceneView::draw() counts
> for
> > only 30% !! However I'm not  much aware with the way osgViewer works, yet
> I
> > find this result weird in comparison with the stats results.
> >
> > In my case I have a scene graph composed of many nodes (i don't think I
> can
> > post the .osg which is 16MB). The strucuture is not complex : I have a
> > shadow scene as root with as child a group (the real root of the graph
> some
> > how). Then the root is connected to plenty of PositionAttitudeTransfoms
> > having each one a child which is a geode.
> >
> > In fact the geode are quite complex polygonal meshes. So I would expect
> that
> > the draw part is more costly than the draw part.
> > I hope this can  help to see what is wrong for Alex and for me.
> >
> >
> > On Tue, Feb 10, 2009 at 7:54 AM, J.P. Delport <[email protected]>
> wrote:
> >>
> >> Hi,
> >>
> >> Mathias Fröhlich wrote:
> >>>
> >>> Hi,
> >>>
> >>> On Monday 09 February 2009 23:54, Pecoraro, Alexander N wrote:
> >>>>
> >>>> On Linux this translated to "-O3 -DNDEBUG" (at least that's what
> >>>> cmake-gui says is defined for the CMAKE_CXX_FLAGS_RELEASE variable).
> >>>
> >>> May be I know cmake to little, but the only way to really make sure I
> got
> >>> cmake correct was to set CMAKE_VERBOSE_MAKEFILE=TRUE and see how the
> build
> >>> scripts really call the compiler.
> >>
> >> you can also run make <other options> VERBOSE=1
> >> on the normal cmake generated Makefile.
> >>
> >> jp
> >>
> >>>
> >>> Robert,
> >>> I know that it is a matter of taste if one sets this flag. But may be
> it
> >>> will help people to catch unoptimized builds due to the possible
> >>> intransparency of cmakes compile flags handling. So should that be on
> by
> >>> default?
> >>>
> >>> Greetings
> >>>
> >>> Mathias
> >>>
> >>
> >> --
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> >>
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> >
> >
> >
> > --
> > Loïc Simon
> >
> > _______________________________________________
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> >
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> >
> >
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-- 
Loïc Simon
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