Hi John,

On Tue, Aug 17, 2010 at 9:37 AM, John Water <[email protected]> wrote:
> from now, speed is still not good, and cull time also high. anything can I do 
> now ?( cut down transform node ??)

It very much sounds like your scene graph is too fine grained for
performance.  Batching geometry and state together will most likely
give you a significant boost.

You don't mention the number of vertices in your model, and the way
you discussed the triangle/triangle strip is rather too open ended to
make conclusions from, but at a guess it doesn't sound like vertex
count is rather high.  Modern graphics cards can comfortable handle a
million vertices per frame at 60Hz, so at guess the numbers you have a
way below this and shouldn't represent a bottleneck.

Given that geometry complexity may well not be a performance issue
then I'd guess that use of LOD's probably won't help much unless the
LOD's are able to provided a simplified the subgraph and state
associated for the lowest level of detail.

Use of transforms should just limited to dynamically moving objects,
for all static objects flatten the transforms, the Optimizer can do
this for you but you must set the DataVariance on the Transform to
STATIC to give it the hint that it can optimize it away.

Use of the Optimizer should be seen as a last resort though - if you
build a well balanced scene graph to start with then the optimizer
won't have anything to do.

The topic of optimization is huge topic, something that has been
touched on many times over the years here so have a search through the
archives for pointers.  There really shouldn't be any reason why you
shouldn't be able to hit a solid 60Hz with your app - you just need to
build an efficient scene graph.

Robert.
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