Hi Robert, I am using a GeForce 1080 and driver is 378.66. Windows 7 64Bit.
-André 2017-03-08 9:40 GMT+01:00 Andre Normann <[email protected]>: > Hi Robert, > > hopefully I am getting closer. I find out, that the source model might be > the problem. I exported an obj file from Bentley Microstation and imported > into OpenSceneGraph. When I now export the scene into an osg file, I see a > lot of PrimiteSets (e.g. > 1000). So I will end up with a lot calls to > DrawElementsUShort. When I load the obj file into 3dsmax convert it into a > fbx file and reexport it from OpenSceneGraph into an osg file, I have only > one PrimitiveSet with one DrawArrays call. This file is working well in > 3.4.0 with sharing nodes. > > So I guess there might be a problem with sharing osg::Geometry which has a > lot of primitive sets. In 3.2.3 it was working well. What do you think? > > André > > > 2017-03-08 8:59 GMT+01:00 Andre Normann <[email protected]>: > >> Hi Robert, >> >> when I use display lists instead of vertex buffer objects >> (using osgUtil::GLObjectsVisitor), everything is fine with 3.4.0. >> >> André >> >> >> 2017-03-08 8:40 GMT+01:00 Andre Normann <[email protected]>: >> >>> Hi Robert, >>> >>> attached you will find two screenshots while running in >>> SingleThreaded-Mode. Using osgUtil::Optimizer does not make any big >>> difference. I will try to create an example, so that you can test it on >>> your computer. >>> >>> André >>> >>> >>> 2017-03-07 18:10 GMT+01:00 Robert Osfield <[email protected]>: >>> >>>> Hi André, >>>> >>>> Thanks for the screenshots. They tells us it's the draw dispatch that >>>> is gating performance, so the question now moves to why draw dispatch >>>> is so slow in this case. >>>> >>>> Are you running the osgUtil::Optimizer on your scene graph? >>>> >>>> Could you run the tests with SingleThreaded threading model? >>>> >>>> There may be chance that a bug fix to the OSG somewhere has tightened >>>> up the assumptions it makes about threading. That's just a guess >>>> though, there still is too few titbits of information to know what the >>>> cause is. >>>> >>>> Robert. >>>> >>>> >>>> >>>> On 7 March 2017 at 16:40, Andre Normann <[email protected]> >>>> wrote: >>>> > Hi Robert, >>>> > >>>> > some more screenshots. This time without any other model. >>>> > >>>> > 3.2.3_1: My application using 3.2.3 and sharing nodes >>>> > 3.4.0_1: My application using 3.4.0 and sharing nodes >>>> > 3.4.0_2: My application using 3.4.0 without sharing nodes >>>> > >>>> > Best regards, >>>> > André >>>> > >>>> > >>>> > 2017-03-07 17:27 GMT+01:00 Andre Normann <[email protected]>: >>>> >> >>>> >> Hi Robert, >>>> >> >>>> >> I attached two screenshots. As you can see, I am doing nothing fancy >>>> here. >>>> >> There is a VirtualPlanetBuilder model present in the scene, but this >>>> model >>>> >> is hidden for my test case. The test scene contains only some >>>> thousand >>>> >> triangles and I am using a GeForce 1080 which can handle much more. >>>> >> Currently I have no idea what is going wrong here. >>>> >> >>>> >> -André >>>> >> >>>> >> >>>> >> 2017-03-07 11:33 GMT+01:00 Robert Osfield <[email protected] >>>> >: >>>> >>> >>>> >>> Hi André, >>>> >>> >>>> >>> I can't think of any changes between 3.2.x and 3.4.0 that would >>>> cause >>>> >>> a slow down like you are describing. >>>> >>> >>>> >>> The best way to start looking at what might be the cause would be to >>>> >>> isolate what part of the application is the bottleneck, the first >>>> step >>>> >>> would be to use on the on screen stats and then look at the costs of >>>> >>> the update, event, cull, draw dispatch and draw GPU phases. >>>> >>> >>>> >>> Also have a look at the full stats with to see if there is a >>>> different >>>> >>> number of nodes or state being rendered in the two cases. >>>> >>> >>>> >>> Robert. >>>> >>> >>>> >>> >>>> >>> >>>> >>> On 7 March 2017 at 08:21, Andre Normann <[email protected]> >>>> wrote: >>>> >>> > Hi, >>>> >>> > >>>> >>> > I am currently migrating from OpenSceneGraph 3.2.3 to 3.4.0. In my >>>> >>> > application I get a significant slow down, when I share nodes. >>>> Here is >>>> >>> > a >>>> >>> > quick example layout of my scenegraph: >>>> >>> > >>>> >>> > >>>> >>> > Parent >>>> >>> > | >>>> >>> > + ---> MatrixTransform1 --> Node1 >>>> >>> > | >>>> >>> > + ---> MatrixTransform2 --> Node1 >>>> >>> > | >>>> >>> > ... >>>> >>> > | >>>> >>> > + ---> MatrixTransform3 --> Node1 >>>> >>> > >>>> >>> > I have a root node with several MatrixTransforms. The nodes below >>>> the >>>> >>> > MatrixTransforms are shared. In 3.2.3 everything works well and I >>>> have >>>> >>> > a >>>> >>> > framerate of 60 Hz. In 3.4.0 the framerate drops with each new >>>> added >>>> >>> > MatrixTransform. But when I do not share the nodes and instead >>>> create >>>> >>> > clones >>>> >>> > with a DEEP_COPY_ALL flag, everything is well in 3.4.0. >>>> >>> > >>>> >>> > So what could cause the slow down in 3.4.0 with node sharing? >>>> >>> > >>>> >>> > I am using OpenSceneGraph 3.2.3/3.4.0 with a release build on >>>> Window 7. >>>> >>> > >>>> >>> > >>>> >>> > Best regards, >>>> >>> > André >>>> >>> > >>>> >>> > >>>> >>> > _______________________________________________ >>>> >>> > osg-users mailing list >>>> >>> > [email protected] >>>> >>> > >>>> >>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> >>> > >>>> >>> _______________________________________________ >>>> >>> osg-users mailing list >>>> >>> [email protected] >>>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> >> >>>> >> >>>> > >>>> > >>>> > _______________________________________________ >>>> > osg-users mailing list >>>> > [email protected] >>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> > >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> >>> >>> >> >
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