Are you on Windows or Linux? 

If Windows, are you running with debug OSG libs? If so, release OSG libs
are much faster.

Just a thought...

-Shayne

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall
Hand
Sent: Monday, September 10, 2012 8:35 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenSceneGraph Newbie: PErformance question

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: 


Group {
  UniqueID Group_0
  nodeMask 0xffffffff
  cullingActive TRUE
  num_children 3
  Group {
    UniqueID Group_1
    nodeMask 0xffffffff
    cullingActive TRUE
    StateSet {
      UniqueID StateSet_2
      DataVariance STATIC
      rendering_hint DEFAULT_BIN
      renderBinMode USE
      binNumber 50
      binName RenderBin
    }
    num_children 1
    MatrixTransform {
      nodeMask 0xffffffff
      cullingActive TRUE
      referenceFrame RELATIVE
      Matrix {
        1 0 0 0
        0 1 0 0
        0 0 1 0
        0 -50 0 1
      }
      num_children 1
      Geode {
        UniqueID Geode_3
        nodeMask 0xffffffff
        cullingActive TRUE
        StateSet {
          UniqueID StateSet_4
          DataVariance STATIC
          rendering_hint DEFAULT_BIN
          renderBinMode INHERIT
          Material {
            ColorMode OFF
            ambientColor 0.2 0.2 0.2 1
            diffuseColor 0.8 0.8 0.8 1
            specularColor 0 0 0 1
            emissionColor FRONT 0 1 0 1
            emissionColor BACK  1 0 0 1
            shininess 0
          }
          LightModel {
            ambientIntensity 0.2 0.2 0.2 1
            colorControl SINGLE_COLOR
            localViewer FALSE
            twoSided TRUE
          }
        }
        num_drawables 1
      }
    }
  }
  Group {
    UniqueID Group_5
    nodeMask 0xffffffff
    cullingActive TRUE
    Use StateSet_2
    num_children 1
    MatrixTransform {
      nodeMask 0xffffffff
      cullingActive TRUE
      referenceFrame RELATIVE
      Matrix {
        1 0 0 0
        0 1 0 0
        0 0 1 0
        -10 -50 0 1
      }
      num_children 1
      Use Geode_3
    }
  }
  Group {
    UniqueID Group_6
    nodeMask 0xffffffff
    cullingActive TRUE
    Use StateSet_2
    num_children 1
    MatrixTransform {
      nodeMask 0xffffffff
      cullingActive TRUE
      referenceFrame RELATIVE
      Matrix {
        1 0 0 0
        0 1 0 0
        0 0 1 0
        10 -50 0 1
      }
      num_children 1
      Use Geode_3
    }
  }
}


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.


-- 
Randall Hand
http://www.yeraze.com


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