Hi,

I haven't done a direct comparison on performance, but the only real overhead 
at tile loading is a small step in deciding which images to load. There are 
more files read from disk as the images are not inline which is probably a 
little slower that reading a single file but I don't think it will effect 
performance much.

>From my experience, the biggest hit is the 'unbounded' number of textures 
>required to render a single tile. Using the standard approach only a single 
>texture exists for each tile. Using optional layers you could theoretically 
>have an unlimited number of textures to render to each tile. In theory you 
>could even run out of texture units / samplers for each tile (though in 
>practice you need a lot of optional layers for this).

Accessing and blending multiple textures will obviously be slower than only 
using one, though I havent noticed much of a performance difference in practice 
when I turn on or off a bunch of optional layers. The other side effect of this 
is complicating the management of the shaders used to render the tile (assuming 
you are not using fixed function). To get good performance on both ATI and 
Nvidia cards I ended up creating a separate shader for all possible number of 
active optional layers and switching between them at run time. this works much 
better than my original approach which used dynamic branching in a single 
shader.

Cheers,

Brad


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Torben 
Dannhauer
Sent: Wednesday, 6 July 2011 8:26 PM
To: [email protected]
Subject: Re: [osg-users] [vpb] Questions regarding setname, optional layers and 
layer inheritance

Hi Brad,

I realized that I missed a very central question regarding optional layers:

How to they affect the rendering performance? 

Of course it takes some computation time to merge all different layers, but 
have you some hints how the performance is im comparison to a native database 
with all data directly integrated?

Thank you!

Cheers,
Torben

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=41191#41191





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