> I am surprised you saw a boost with disable double precision.  What specific 
> element you do you change w.r.t double precision? 

I enabled OSG_USE_FLOAT_MATRIX and OSG_USE_FLOAT_PLANE and observed a 10% 
framerate improvement.

Might be related to particle systems, which I forgot to mention I'm also using.


> 
> For the change to double precision making a difference it's a hint that you 
> have a scene that is poorly balanced.  
> 

W.r.t. balancing, for exterior environments I have objects organized in a grid 
of 3x3 cells. A quad tree might yield better results. Main problem though is 
that I am restricted to runtime optimizations - the scene itself comes from a 
third party source that I am not at liberty to modify or distribute. The scenes 
were created for a game in 2002, so not surprising they're CPU bound on modern 
hardware now.

I plan on trying the osgUtil::Optimizer at some point though I'm afraid I can 
only run it on individual models and not the whole scene - as the scene is 
tightly connected to game logics, scripting, physics, etc.


> 
> Are you using CPU based animation?  Could you shift it onto the GPU? 
> 

Yes and yes - I am using software skinning at the moment just because it works. 
I will try and move to hardware skinning later, but for now I am focused on 
porting the rest of my rendering code to OSG before optimizing more.

Thanks,
Jannik[/quote]

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