Have you tried it with more Symbols to see were you get the hit APP, CULL, DRAW, FILL etc
 
FYI just because the CPU usage is reported at 50% does not necessary mean your using 50%, you could be waiting for a V-sync and actually have plenty of processing time left to handle more symbols etc
 

Best Regards

 

Gordon

__________________________________________________________

Gordon Tomlinson
Email  : gordon.tomlinson @ overwatch.com
YIM/AIM
: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com


__________________________________________________________


"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival"
- Master Tambo Tetsura

 
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]On Behalf Of Mitch Patenaude
Sent: Monday, November 06, 2006 4:49 PM
To: [email protected]
Subject: [osg-users] Performance question

Hi,

   I am working on a scene that basically contains a map and a lots of symbols on it.  For now, there is only one symbol kind so all nodes points to the same texture image. Here is a description of the scene.

-Root
   - Map node
       - ...
   - Map Symbol group
      - Symbol transform 1
         - Symbol Geode A
      - Symbol transform 2
         - Symbol Geode A
      - Symbol transform 3
         - Symbol Geode A
      - Symbol transform 4
         - Symbol Geode A
      - Symbol transform 5
         - Symbol Geode A
      - ...
   - Symbol Texture Atlas
         - Symbol Geode A
             - Symbol Image / texture A

My scene is refreshed at 30 Hz and the symbols don't move (all transform are fixed <for now...>)
The problem I have is that my CPU usage is about 50% when my scene contains only 500 symbols.  I need to process a way more than 500 symbols, I want to keep my 30Hz refresh rate and I also need extra cpu time to compute my simulation...  Can anybody suggest me where to look if I want to improve the performance?  Is my scene structure optimized?

Thank you all!

Mitch

 


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