There's currently a discussion going on on the gdalgorithms list about the usefulness of tristripping nowadays.
http://sourceforge.net/mailarchive/message.php?msg_id=36714138
 
The tendency is to don't bother with tristripping at all and purely try to optimize for vertex cache usage. Preferably the vertex cache optimization should be done independent of the target hardware vertex cache size.
 
Here's a number of interesting links about optimizing for vertex cache.

Vertex cache optimization,   NVidia, Summer Camp 1999
http://developer.nvidia.com/object/vertex_cache_opt.html

Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes
Vertex cache optimisation,   TomForsyth's blog Saturday, December 24, 2005
http://tomsdxfaq.blogspot.com

Optimization of mesh locality for transparent vertex caching,   HuguesHoppe, ACM SIGGRAPH 1999, 269-276
http://research.microsoft.com/%7Ehoppe/
Triangle Order Optimization for Graphics Hardware Computation Culling
kind regards,
 
Roland Smeenk
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: maandag 4 september 2006 20:33
To: osg users
Subject: Re: [osg-users] Geometry Stripifier

Hi Igor,

I moved across to Tanguy's code because it was faster, and more robust and appeared at the time to provide just as efficient tristripping.

It is worth noting that when I originally moved the code across I was getting good performance improvements with tri stripping, doing so more recently, say last year/six months the results have been rather mixed, sometimes faster, sometimes slower.  I haven't had a chance to investigate.  It might be that I've just tested it on a wider range of code, it could be that in fixing a bug we've inhiteched something else, or it could simply be that OpenGL drivers and hardware have changed and have a different set of senstivities w.r.t performance.

Robert.

On 9/4/06, Igor Kravtchenko <[EMAIL PROTECTED]> wrote:
Hi!

I had a look at the TriStrip visitor of osgUtil based on the Tanguy
Fautre's code and
I just wondered what kind of benefit it has over the NVTriStrip's
(NVidia) code.
Supposed to be more performant, faster?

Stop me if I'm wrong, but the Tanguy's code seems to generated only tristrip
whereas the NVidia's code can stay in trilist if required.

Any remark is welcome,

Igor.

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