Thank you for your precious advice Robert.

Cheers,
John
On May 30, 2012, at 10:23 AM, Robert Osfield wrote:

> 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

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to