Hi J-S,
[..]
My next step is eliminating textures that repeat, to even further improve
texture atlas generation. This will again lead to some graphical artifacts
unfortunately...
I did the test of removing almost all statesets after scene load. The
result was that most of the time, the frame rate was close to or at 60. In
the worst case scenario (whole scene visible, which is also what I'm
giving you stats for since the beginning) it went to about 50 fps in our
simulator, so it's not just statesets that are a problem. I think I really
need to lower statesets and primitivesets in combination to be able to get
good results.
I agree. I must admit I have lied to you (unintentionally;-) when I said
that our frmerate increase was due to statesets removal. I checked the code
and we later run optimizer again meging meshes. I also checked the toolset
on my new PC and speed increase does not seem to be that high on GF 280 GTX
(150%) as it used to on GF 8800 (200%).
I'll also look at decreasing the cull time, since in practice that should
pay off in double (because of the shadow pass) and even quadruple or more
sometimes (ocean can have reflection turned on, for now we've turned it
off; also we often have extra picture-in-picture view(s) to render in
addition to the main view).
I think I may have hint for you. Check if ComputeBoundsVisitor is used
MinimalShadowMap::computeShadowReceivingCoarseBounds(). If it does it will
add to overall cull time. With complex scenes it may take some time. Its
only used to compute rough bounds of the scene so in many occasions it can
be computed once or replaced with constant Bounding box. Yo may need to
overwrite technique and the above method for this, though.
Cheers,
Wojtek
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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