Hi all, I want to do a kind of performance benchmark for my application. So i have done a class that display X triangles in Y geodes ( X and Y varying ), render it few seconds, compute average fps then do it with another X and Y.
Two things : - I have noticed that for a given amount of triangles, fps will be greater with any amount of geode than with another. For exemple, 2 000 000 triangles are displayed faster in 5000 geodes than in only one. So i wonder if there is any ideal ratio triangles / geodes ? But i do not understand how it can be faster with more geode than with only one .. in my understanding, there is one call of display list / VBO per geode drawable, so more geode do more calls and so is slower than only one call, am i wrong ? - I set X / Y triangles per geode and each geode is child of root node. So all my tests are done with a one-stage graph without any multiparent. I get very bad results, less than 10 average FPS for 2 000 000 triangles ... Therefor i wonder if this scene graph could be called "worst scenario" ? I guess that a balanced scene graph should give better results. I imagine the best scenario should be a balanced graph with multiparent. Maybe a forest with only one kind of tree, so there is only transforms and on only geode containing the tree geometry ? Well, i wonder how to do a reliable benchmark, testing worst, medium and best scenario of scene graph. Thank you for your attention, Regards, Harold
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