Hello Wojtek,

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%).

Thanks for the update, it makes me more confident that we'll be able to get good results with our current approach.

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.

Interesting, thanks for the hint, I'll have a look at whether that takes a significant amount of time for us (I guess it might since we have a lot of hierarchy to traverse).

Thanks,

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