Hi Cory, The Optimizer has a range of optimization traversals that deal with various problems commonly exist in databases, in an ideal scene graph the optimizer wouldn't do anything for you, so one should view it like patch for a problem. Sometimes you can't fix the problem directly because you database loaders just represent data in inefficient way in which case you are stuck with having to use the Optimizer to fix things.
However if you have control over the scene graph building you should be able to avoid any need to invoke the Optimizer and build the scene graph in a efficient way. A well designed scene graph will be more efficient than an Optimizer optimized one as you'll be able make sure everything is well balanced and best suits your data and your range of hardware targets. Robert. On Thu, Jul 29, 2010 at 7:39 PM, Cory Riddell <[email protected]> wrote: > I'm getting to the point where I have to start tuning my app a bit and > so I added a call to Optimizer::optimize() today. Wow! > > On a typical model, my app was able to push just under 40 fps at > 1920x1200 (debug build). After running the optimizer, it's pushing > around 100 fps. > > The trade off of course is that it takes 20 seconds to run through all > optimizations. That's a little long, but now I can start looking at the > individual optimizations and see what the cost and benefit of each is. > > Cory > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

