Hi Paul, Yes you're right this is due to the rather inefficient method of updating the surface primitives and vertices that osgOcean uses at the moment. Explained here:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html Like I say in that post I have written a test case which significantly improves the performance of this area but haven't actually added it into the library code yet. This isn't helped by the fact that I keep forgetting to put the test code on the svn so other people can't see the approach. However, I WILL remember to do that tonight so if you want to see a solution for it you can have a go. I've done the hard bit, I just haven't had time to add it into the core library code. If you check the sandbox directory on the svn later this evening you can have a look. Regards, Kim. On 4 February 2010 13:13, Paul Palumbo <[email protected]> wrote: > I'm running osgOcean and I'm only interested into ocean surface effects > (the geometry in particular). I also have a hard time limit on each frame > time. However, with osgOcean, I'm seeing some large spikes in processing > time that are causing me problems. > > In particular, I'm seeing the FFTOceanSurface::computeVertices routine > (called every 50ms) taking around 17-25ms per call and > FFTOceanSurface::computePrimitives routine (called when tile LOD changes) > taking 10-15ms and I'm looking for a way to make this more "real-time". > These timing numbers are with osgOcean parameters using in the oceanExample > code. > > Could the ocean surface geometry be defined at initialization at the scene > graph level for each tile/frame rather than being redefined every 50ms as it > doing now. In computePrimitives, couldn't the geometry only need to be > regenerated for the times that changed LOD? > > Any advice would be appreciated. > > Thanks, > Paul P. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=23670#23670 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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