Hello everyone!

I'm rendering a city model with about 1 million vertices and about 3 GB of 
compressed (dxt1) textures.
 This works fine and I get a steady 60 f/s even when viewing the whole model at 
large. But when turning (its a car simulation), the draw calls suddenly explode.

Framedrop when turning:
see attached osg-frame-drop.png (can't post links yet..)


To reduce draw calls, the textures are already packed into texture atlasses,
so there should be only max 100 texture calls per frame.

I suspected that this might be due to culling, so I deactivated culling for the 
model with setCullingActive(false), but it didn't have any effect. The cull 
times stay pretty low at any time. 

Further optimizations I tried:
 - use all optimizer options
- set data variance to static for all geodes
- setUnRefImageDataAfterApply for all textures, so they are not swapped back in 
main memory

This really bugs me, as I can render the whole scene pretty fast.
see osg-whole-city.png

As you can see, there are framerate break-ins, which happen when looking at 
previously not looked-at geometry (it really sounds like a culling issue..).

My best shot is, that osg is unloading textures when not in sight and reloading 
hundreds of MBs kills the framerate obviously. 

Is there any way to disable this texture unload?
Might setCullingActive(false) actually not disable the culling?


Thank you in advance!

Cheers,
Max

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62687#62687




Attachments: 
http://forum.openscenegraph.org//files/osg_frame_drop_123.png
http://forum.openscenegraph.org//files/osg_whole_city_189.png


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