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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