897 ms culling time sounds excessive to me, even for a large scene. Is this application built in a release configuration of the compiler?
You could attempt a hierarchical grouping of the scene graph nodes with group objects to speed up the culling, using some kind of space partitioning algorithm. Christian 2017-09-22 11:44 GMT+02:00 Ale Maro <sash...@teletu.it>: > Hi, > > until now I improved visualization performance of my application in > several way thanks to your suggestions. > Now I would like to go another step ahead. > > May be this is common topics but it is not clear to me how to solve it. > > I have a CAD-like application. > Potentially a scene can contain objects with thousand of sub-objects, each > one can be managed separately (e.g. I can select, modify or delete a > sub-object). This means that the scene contains nodes with thousand of > children and each children is a MatrixTransform with a geometry children. > Typically children are small geometries and root nodes can be huge > geometries. > > I would like to improve frame rate for this type of scene. > > What I see in a sample scene is (view is single threaded): > > Cull: ~897 (after some time often it go down to 300/400, I do not know why) > Draw: ~37 > GPU: ~20 > Frame rate: 1 FPS > > The same scene merged in one node gives me: > > Cull: ~0.30 > Draw: ~0.45 > GPU: ~29 > Frame rate: 32 FPS > > Do you think I can improve the performance without merging nodes? > > Thanks a lot. > > Ale > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72047#72047 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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