Hi all, I have done the small polygon benchmark that i have worked on this two last weeks and it has confirmed a osg behavior wich i have noticed before without be able to explain it myself...
The principle of my benchmark is to add to scene same model few times ( all with multiparent to save memory, each model has its own positionAttitudeTransform ) then render some seconds and compute average FPS. If FPS down under 15 FPS ( limit for interactive render ) benchmark stop and compute total rendered triangles, if not it redo it. So there is only one model per geode and one transform per model. The fact is if i use a model with : 5 000 triangles, i was able to display about 14 000 000 11 000 -> 20 000 000 34 000 -> 7 000 000 So, two first results could be logical, because in first case there is more geodes and so more calls to opengl functions and graph is longer to traverse, so in second case perf are improved. But how the third case get so bad result ? All models are visible at same time, so i guess there is not any culling done. Does anyone has any explanation ? Thanks for your attention, Regards, Harold
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