Hello, Sebastian

my model is simple 3D model like car (1MB), house(2~7MB).

This application is a car simulator within the framework of OROCOS, which is a multi-task real time toolkit. OSG is used to display the simulator.

I took a look at the "root" code just now (I only here take over the half done job of someone else:-( ).

it shows that  there is:

a Qlist of   View3D, which is derived from  QOsgWidget and  osgViewer.

whenever there is a new subscenegraph (osg::group node), it will be added to a view3D(because it has a osg::group as a member);

at the same time the cameraNode of this subscenegraph will be collected by a cameraCollector; (so that all camera will be controlled to act coherent)

Then this view3D(as a QOsgWidget) will be added to   QMainFrame.

I think this following  line of source code may help explain the problem:

connect(&mTimer, SIGNAL(timeout()), this, SLOT(updateGL()));
    mTimer.setInterval(30);
    mTimer.start();

So the scene update rate is not controlled by GPU or something, it is controlled by QT timer, that is disappointing.:-(

Am I right here?

So is there a way to get higher "FPS" based on this condition?

Thanks a lot in advance!

Shuiying





On 02/04/2012 09:47 PM, Sebastian Messerschmidt wrote:
Hello Shuiying

You didn't tell us what kind of models. If I would add 51 of my terrain models i'd be happy to get 3 frames ;-) Also you didn't tell us what your application is ... more or less only a osgviewer? In case you provide a little more detail you probably get some answers/help

cheer
Sebastian
Hello,

This is somehow frustrating, if the rendering rate is the same with update rate.

I check the update interval of the sceneNode in my application, it turns out to be 300ms.

I only attach 51 3D models in my application.

when there is only 5 3D models, the interval is 70ms.

I just wonder whether it is normal or not?

And update rate is the same with rendering rate?

Thank  you very much for any advice!

shuiying


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