Yes. Virtually everything about that geometry will kick you off the
fast path.
Unless your ultimate application
purpose involves rendering teapots, you need to try using a better
example model. cow.osg or cessna.osg I think are better samples.
--
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hrm.. Well, I'm using the
osgteapot example code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp
), that i modified to use basic front/back emissive materials instead
of textures.
It's better, but still slower than I'ld expect.
Hovers now around 100-110fps.
Something in the back of my mind makes me think the Teapot is using a
really poor geometry representation that forces OSG onto old, slow
OpenGL code paths. I didn't actually see the vertices or polygons in the
OSG file above, so I can't say for sure.
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It's better, but still slower
than I'ld expect. Hovers now around 100-110fps.
--
Randall
Hand
http://www.vizworld.com
On
Mon, Sep 10, 2012 at 8:35 PM, Randall Hand
<randall.h...@gmail.com>
wrote:
I'm experimenting with OpenScenegraph for a new project, and I've build a
simple application that opens 2 viewer windows, and places 3 teapots in
them (using the teapot object from the osgteapot example), translating
them into different positions. My resulting scene graph (saved as an
osg) looks like this:
Pretty basic.. However, I'm only getting about 60-70fps (in each of my 2
viewers). I've already set the vsync=false in my Stateset for the
viewer (if I run with _nothing_ in my Scene Graph I get over 1000fps).
Is this typical performance? I really expected to still be getting
100+fps easy with such trivial geometry.
I didn't really dissect your graph structure, but it would seem like it
could perform better.
How does it perform with only one window, especially one window
with two teapots in it? It could be that some adverse effect of how you
have set up your two windows is hurting your performance.
--
Training • Consulting • Contracting
3D
• Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
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