Hi Robert,
My comment "Not sure why it did that" was about why the complex app wanted to
set the transparency, not why it changed the performance. Once I found it I
understood what it was doing - render order based on distance from camera
instead of order based on optimized state.
BTW - kudos to the developers of bugle. I've never used an opengl trace logger
before and was really excited about the insight it provides.
Thanks for your help.
Brian
> Date: Wed, 30 Sep 2009 15:52:06 +0100
> From: [email protected]
> To: [email protected]
> Subject: Re: [osg-users] Rendering Optimizations Not Working
>
> Hi Brian,
>
> On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill <[email protected]> wrote:
> > I found the problem. The complex app was creating it's own root node and
> > setting it's rendering hint to transparency. Not sure why it did that. Now
> > it's working like a charm.
>
> Setting hint to drop the geometry into transparent bin - which is
> depth sorted rather than state sorted will break state sorting, so
> you'll end up with many more state changes that incur greater CPU load
> on draw traversal and load down on the GPU. So if you keeping the
> number of transparent objects to the minimum that need it results in
> best performance.
>
> Robert.
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