If you attach the StatsHandler to your OSG viewer you can call up some
statistics on your scene graph (overall, and per camera view). It will
detail you the number of geodes, transformations, drawables, vertices in
the scene graph and also the total count of rendered instances thereof.

Listed under drawables you will see more detail whether these drawables are
actually triangles, quads, polygons, etc.. and if they are "fast" drawables
or some that run slower code paths (e.g. those that run through a depth
sorting because they are in the transparent render bins.

Also the plots at the top of the screen will detail the execution time of
various phases of the rendering process (cull traversal, draw time, etc...)

Christian



2015-01-07 16:25 GMT+01:00 Chris Hidden <[email protected]>:

> Hey Christian, thanks again for the reply.
>
> Right, so display lists can slow things down and VBO is often preferred.
> I think most of my implementation is fairly simple.  The tow hands are
> single model that consists of two hands who's bone positions and rotations
> are updated every frame via our api.
>
> The other model is a sphere which consists of two hemispheres which just
> has its position updated each frame in relation to the hands.  And finally
> I've built those two models together into one fbx file, where I do an
> animation to show the user how to work the system.  That tutorial animation
> file as I call it is a seperate osgb file.  So really I load the handmodel
> fbx, the two hemisphere fbx models and the one osgb model file.
>
> Barely anything at all.  My biggest issue, is even with a profiler (which
> I should be using anyways) I don't really know how to make sure my geometry
> is using fast code paths.  The only approach I've learned through looking
> at the forums and the osg exmaples, is to traverse through each model and
> make sure all of the geometry is set to use VBO instead of display lists
> (apropos my previous post with the traverser class).
>
> Are there other examples or approaches I am not aware of?
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=62253#62253
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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