Hi Brad,

The OSG's light points use glDrawArrays, batching all the same point sizes together.

As for your own custom code, well I'm afraid you are your own.  Perhaps you might be able to gleen something useful from src/osgSim/LightPointDrawable.cpp.

Robert.

On 9/15/06, Brad Colbert <[EMAIL PROTECTED]> wrote:
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
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