Cool, Interesting paper
____________________________________________________________________________ __ 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/> ____________________________________________________________________________ __ 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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