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
>
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