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