Hi John, On 30 May 2012 00:16, Gio <[email protected]> wrote: > So... your suggestion is to optimize the 3d model reducing the number of > vertices because face culling will not improve performance? > Can you argue more about why is like that?
Paul explained... if you are fill limited then back face culling can help, if not then it make little difference. Fill limited is when the GPU has saturated it's ability to deliver pixels to the frame buffer. One way to find out whether you are fill limited or not is to change the size of the window you are rendering to so that it's smaller, if performance goes up then you are fill limited. There are many potential bottlenecks that can occur when doing graphics, fill limit is only one of them. Paul suggestion of being vertex limited is one of them. The way to test this is to render a series of models with increase number of vertices by a constant fill load and constant number of objects. You can use the osgsimplifer example to illustrate how to cut the number of vertices down on a model. As for the many other different types of bottlenecks, well there is are simply too many to expand upon in my message, but the topic of optimization has been covered many times on the mailing list/forum, and plenty of books and online resources on optimization of graphics. It's a huge topic, I'm twenty years into my exposure to computer graphics and am still learning new things. It's a topic that you should be prepared to invest time and energy into. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

