Here is another question.   Is there another way to draw the light
points that will have a performance comparable or close to glDrawArrays?
I'm working on using occlusion query to determine the visibility of a
light point but it looks like I have to draw each light individually in
order to perform the test.  Drawing them individually adds about 10ms to
the frame time (debug mode).  

---
RSC
BDC

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Brad Colbert
> Sent: Friday, September 15, 2006 8:57 AM
> To: osg users
> Subject: RE: [osg-users] LightPointNode performance
> 
> I found it.  I had a frag shader on the LightPointNode that was
setting
> the frag color.  It is a very simple frag shader.  I probably should
> know the answer but why would this be killing my frame time?
> 
> Thanks,
> Brad
> 
> ---
> RSC
> BDC
> 
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] On Behalf Of Brian R Hill
> > Sent: Friday, September 15, 2006 6:21 AM
> > To: osg users
> > Subject: Re: [osg-users] LightPointNode performance
> >
> >
> > My ati mobility 9700 has horrible performance with when using
smoothed
> > points (GL_POINT_SMOOTH).
> >
> > Brian
> >
> >
> >
>
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> >
> >
> >
> >
> > "Robert Osfield" <[EMAIL PROTECTED]>
> > Sent by: [EMAIL PROTECTED]
> >
> > 09/15/2006 08:44 AM
> > Please respond to
> > osg users <[email protected]>
> >
> > To
> > "osg users" <[email protected]>
> > cc
> > Subject
> > Re: [osg-users] LightPointNode performance
> >
> >
> >
> >
> >
> >
> > Hi Colin,
> >
> > This shouts driver problem to me.  On NVidia when I zoom in the GPU
> stats
> > (new to 1.2) as well as the cull and draw all stay very low,
basically
> the
> > cost is pretty near constant.  There is a slightly higher fill
> requirement
> > when you zoom in but its still very light on fill demand.
> >
> > Robert.
> >
> > On 9/15/06, Colin Rayment <[EMAIL PROTECTED]
> > <mailto:[EMAIL PROTECTED]> > wrote:
> > 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:osg-users-
> > [EMAIL PROTECTED]>
> [mailto:[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
> >
> > Hi Brad,
> >
> > 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]
> > <mailto:[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
> >
> > ---
> > Renaissance Sciences Corporation
> > O/M: 480 290-3997
> > F:   425 675-8044
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