Also note that I store texture coordinates for those vertices (in fact I use the texture coords array to store color data for the stars as a Vec2 [ie BV index and Magnitude]) and I process this data using a shader...
Manu. 2010/2/2 Emmanuel Roche <roche.emman...@gmail.com> > I've managed to narrow the source of the problem even further: > > If I keep all my planet models and remove the stars then everything is > still fine with 2 views !!! > > => So I'm on my star model now... this model is a simple geometry with > about 110000 vertices, rendered as POINTS... I know I should cut this > geometry into pieces, but could this really explain the problem I'm facing > now ?? > > > Manu. > > > 2010/2/2 Emmanuel Roche <roche.emman...@gmail.com> > >> Okay, I was wrong: this is not related to the pagedLOD+databasepager I can >> reproduce the same behavior without my earth model if I keep the stars, sun, >> moon and mars models... >> >> So I'm now trying to remove additional objects :-) >> >> => In fact I use a depthPartitionNode in that scene, could this be the >> source of the problem ??? >> >> >> Manu. >> >> >> 2010/2/2 Emmanuel Roche <roche.emman...@gmail.com> >> >>> By the way, I also checked the camera/view details on the Screen stats, >>> and both display exactly the same content. >>> >>> Manu. >>> >>> >>> 2010/2/2 Emmanuel Roche <roche.emman...@gmail.com> >>> >>> hello everyone, >>>> >>>> Just another strange issue I can't solve by myself here: >>>> >>>> I have a scene with an osgEarth earth model, >>>> I use a composite viewer to manage the display, >>>> >>>> -> When I use a single View on that scene everything is fine, and I get >>>> for instance something around 200fps >>>> -> As soon as I add an additional View on the same scene, my global >>>> framerate drops to no more than 30 fps ! >>>> >>>> I used the on screen statistics and noticed that when I have two views, >>>> then the first one takes ages during the draw phase whereas the second one >>>> seems to behave just fine. (the GPU phase is also a lot longer) (I'm using >>>> SingleThreaded mode for now) >>>> >>>> Also, this is when I use a shared context for my scene, >>>> >>>> If I disable context sharing, then with a single View everything is >>>> still fine, but with two views *both* views will take ages during the >>>> draw phase (and also a very long time for the GPU phase)... >>>> >>>> Strangely, this doesn't seem to happen when I don't have an osgEarth >>>> model in my scene (ie so it could be somehow PagedLODs & databasePager >>>> related ?) >>>> >>>> Did someone already face this situation ? Or do you have an idea where I >>>> should start investigating ? >>>> >>>> Thanks for you help guys ! >>>> >>>> Manu. >>>> >>>> >>>> >>> >> >
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