Hi JS

Just little FYI , you can build texture atlases that repeat the caveat being 
they can only repeat in one direction so you can build vertical and horizontal 
sets :)

I would also say the 1k verts per primitive set is lowish I would say you can 
look at 10k or more on modern hardware ( assuming you model(s) that many)


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__________________________________________________________
"WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents ["green card" holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties."


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, January 24, 2011 9:36 AM
To: [email protected]
Subject: Re: [osg-users] Optimizing scene structure and geometry

Hi Tim and Robert,

OK, a few great suggestions, and a possible answer to why the work I've 
done hasn't sped things up that much.

First, I've been focusing mostly on automatic optimizations that I can 
code up in some processing tool since we already do that now (we use 
osgconv to convert all our models to ive, so in the past week I've been 
writing my own tool that uses parts of osgconv, the osgUtil::Optimizer 
and some slightly modified classes to give better results on our data). 
My goal was to be minimally intrusive on my artist's work. But I think 
I'm at a point now that I'll have to get him to modify some things...

For the number of transforms, I doubt I'll be able to do much to lower 
it, since it's a central part of our infrastructure that physics objects 
are attached to transforms (with the physics object's transformation 
being copied to the transform node each step). We might be able to get 
some other kind of relationship, but not in the short term. So I'll have 
to work on some other areas.

Reducing the number of statesets is a worthy goal, I've already tried 
(building texture atlases mostly). I've gone from over 2500 statesets to 
1345 in the stats I gave in my OP. The next steps will be to get my 
modeler to remove most parts of models set to render both sides (cull 
face off) and as Tim suggested removing textures set to REPEAT since 
those are two things that defeat atlas building sometimes.

Using the INDEX_MESH | VERTEX_POSTTRANSFORM | VERTEX_PRETRANSFORM 
optimizers is a good idea, up until now I was compiling my tool against 
the same version of OSG as our simulator uses (2.8.3) though, so I 
couldn't use them. I'll see if I can backport them to that version and 
see if they give better results.

About the state graph number. I guess that's pretty much proportional to 
the number of unique statesets in the graph? I'm at 1345 now, I guess if 
I get that number down it should reduce the number of state graphs?

Tim mentions keeping a figure of about 1000 verts per primitive set in 
mind. That's good info. It's really hard to find numbers that you can 
relate to the stats you see in the OSG stats display.

Thanks a lot, I'll keep working on it and keep you updated.

J-S
-- 
______________________________________________________
Jean-Sebastien Guay    [email protected]
                                http://www.cm-labs.com/
                         http://whitestar02.webhop.org/
_______________________________________________
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

Reply via email to