Hi Chris,

Modern graphics hardware should have no problem with a model with 5000
vertices.  Modern systems should be able to push a million vertices+
without problem at 60fps.

However, if it's the animation side being done on the CPU that is
bottleneck then simplifying the model could make a difference.  Changing to
doing the skinning on the GPU might the thing to do.

Robert.

On 21 October 2014 19:50, Chris Hidden <[email protected]> wrote:

> Thanks Robert and Sergey!
>
> I realize I was being a bit too general.  I was just curious if having
> that many UpdateCallbacks would generally be an issue... but of course it
> all depends on what I am doing with everything.
>
> I took your advice and stepped through each step when creating the scene.
> I noticed right away that when I add my hand model, the FBX model, it
> slowed things down A LOT, even if it was just sitting still.  So i opened
> it up in 3Ds maxed and noticed each hand had over 5000 vertices and 10000
> faces.  I guess that is a bit much.  I simplified the hands down to around
> 400 vertices and 800 faces per hand.
>
> This got me almost up to 30 fps.... Im wondering though if there is
> another way to solve this issue.  The hands look OK now but were a lot
> nicer looking when they were more detailed.   Ideally I should be over 30
> fps always...
>
> Ill also give it a go tomorrow with implementing a list system sergey.  We
> dont give info directly from the leap motion to OSG... it first runs
> through our API and is processed there... but it probably wouldnt hurt to
> create a similar list system in the OSG application as well.
>
> Thanks for you patience and help guys.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61354#61354
>
>
>
>
>
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