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
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-----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 questionHi,
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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