Thanks for your suggestions Robert.

I'm afraid we don't all have to time to write treaties on the topics
> of performance optimization - it's a huge topic.
>

Don't worry, I'm aware of that. Still I could give it a try and see if some
knowledgeable folks could find time. Yet I guess the conclusion is clearly :
they don't ;-).

OK, so traversals shouldn't be too slow then, so you shouldn't need to
> batch more coasely.  It might be that you might want to divide your
> scene graph up more for better culling performance, and a existing
> modest number of scene graph nodes will give you scope to do this.
>
> The data being shared and static makes things pretty easy.  100,000
> vertices will comfortable sit on the graphics card, and VBO's would be
> able to handle it.  The modest number of instances of this geometry
> would mean that the cost overhead of traversal and dispatch to OpenGL
> will be low so there is no need to resort to instances, it simply
> won't be required.
>

Ok, I'll try it


>
> The only thing you might want to look at is breaking up your
> geometries spatially to keep the vertex count a bit more modest and
> the geometry chunks smaller to aid view frustum culling.


In my case most of the geometries will be seen entirely. So I guess this
won't help a lot.


> If you
> expect to see a big percentage of your geometries on screen at one
> time and this breaks frame then you should consider using LOD's to
> manage scene complexity.
>

Yes LODs should be a solution. Though I'm working on a research project in
another field than graphics and I was looking forward something easier to
settle. Actually I tried at some point to simplify the geometries (using
osg::Simplifier) and used the results as low level LOD but it was destroying
the visual aspect of the geometries. Then I gave up this track.


>
> The other thing to look at is make your geometry efficient by using
> DrawElementsUShort/DrawElementUInt where possible, remove duplicate
> vertices's, tri-strip the geometry etc.
>

I'll see if I can do that.
Thanks a lot Robert.

Loïc
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