Hi Robert,
We are testing in release build. And we have the same result on windows and 
linux.
The high cost is a little bit surprising but i didn't have time to investigate 
further.
So, the idea is add a flag on osgTerrain (hum set/getProcessNeigbours maybe?)

Fabien

 

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Robert Osfield
Sent: mercredi 6 octobre 2010 14:58
To: OpenSceneGraph Users
Subject: Re: [osg-users] Performance problem with osgTerrain

Hi Fabien,

Such high costs when doing boundary equalization are not good news.
Disabling this should be an option, placing this control into 
osgTerrain::Terrain would be the appropriate thing to do rather than just 
commenting a code path out in GeometryTechnique.cpp.

It would also be good to get to bottom of why the cost is so high.
Are you testing in debug build of the OSG?

Robert.

On Wed, Oct 6, 2010 at 1:47 PM, Fabien Lavignotte 
<[email protected]> wrote:
> Hi,
> We uses the last developer version of OpenSceneGraph 2.9.9, with the 
> last version of VPB.
> There is a very important performance problem with terrain generated 
> by VPB using --terrain, so based on osgTerrain.
> The update time takes very long at different intervals (between 8 and 
> 10 ms, instead of below 1 ms the rest of the time).
> As a result, a solid frame rate of 60 Hz cannot be obtained.
> After investigation, the reason is the neighbouring computation to  in 
> GeometryTechnique. By just removing it (see file attached), the 
> performance problem is gone.
> I don't really understand why this neighbouring computation is needed, 
> apparently it is here to be sure that tile border are equals, but i 
> don't see any problem when commented out.
> So, maybe it would be interesting to add an option in order to 
> desactive the neighbouring computation?
>
> Cheers,
> Fabien
>
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