Robert
I noticed when running the osglightpoint example I was
getting a step change in performance as I move towards the light points. It goes
from about 200Hz immediately down to about 3Hz. Looking at the stats display its
the draw that's taking the time. The issue goes away when I change to rendering
points instead of solids or wire frame.
I'm running Windows XP with an ATI Radeon 9800 and OSG
v1.1.
I'm not sure if this an OSG or driver problem (it is an ATI
card !).
Colin
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 15 September 2006 09:49
To: osg users
Subject: Re: [osg-users] LightPointNode performance
What performance do you get when running the osglightpoint example? With vsync off I get 560Hz with the osglightpoint example.
As for getting the best peformance, you'll certainly get best peformance by balancing the database, grouping the light point into local groups. One LightPoint per LightPointNode certainly won't be efficient though, perhaps 10-100 would be fine. You could experiment with the size of batch that gets the best peformance.
W.r.t storage of data, I wouldn't have though loading from an .osga would make any difference.
Robert.
On 9/15/06, Brad
Colbert <
[EMAIL PROTECTED]> wrote:
Hi folks,
I have a small pageable database (osga) and I'm populating it with light
points. I'm running into a performance issue, which may be totally
understandable, but I just want to make sure it makes sense. There are
790 lights, maybe I shouldn't go any further ;)... anyway they increase
my frame time by 20ms when they are in view.
I added all of the LightPoints to one LightPointNode. Should I create a
LightPoint per LPNode? I would think that dividing it may help the cull
but this is in the draw so I'm starting to think that this is some hard
limit.
Well, any insight would be great. Thanks.
-Brad
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