Robert Osfield wrote:
Oh, more than anyting having a efficient well balanced scene graph is the most crucial part of performance with a scene graph, all the above issues are far less critical - i.e. employ various general code optimization and you might get 10-20% improvement, perhaps 100% is certain code segments, but optimize a previously poorly conditioned scene graph and you can easily go improve things by 1000%. So its important to understand where you'll get the most bang for your buck when it comes to optimization work.
Yeah, that was my next question -- how much would it really affect OSG? If you're transform or fill or shader bound, it's not gonna make much difference. I guess it might affect the Cull stage, if you're bound up there.
Robert
-- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus "I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round." -Prime Mover, Rush. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
