Cool,  Interesting paper

 


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Gordon Tomlinson 

gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com 
www.vis-sim.com <http://www.vis-sim.com/>         www.gordontomlinson.com
<http://www.gordontomlinson.com/>  

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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, July 09, 2009 4:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Ideal and worst scene graph scenario

 

Paul Martz wrote: 

Are all your Geodes within the view frustum and not culled? If so, I'd think
the "fewer Geodes" case would be faster. But if some are culled, then the
"more Geodes" case would take advantage of host culling, sending less data
to the hardware, and would therefore run faster.


I wonder if you're running into vertex cache thrashing with the larger
Geodes.

I don't know, just speculating.

In any case, this paper might be an interesting read:

http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/

--"J"

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