Hi Mathias, On 11/7/06, Mathias Froehlich <[EMAIL PROTECTED]> wrote:
There is much left to do. But I am on the way ... The next thing that needs to be done is an updated ac3d Loader. I will come back when it is ready for your comments : ).
I'm not the expert on ac3d, so hopefully Geof Michel the author can review and chip in.
In summary we have many people reporting performance problems with osg compared to plib especially under win32.
It'd be worth doing profiling about what is the bottleneck, it is likely that something is set or being used efficiently.
From my point of view I see an average improovement on my local machines. I expect that the update traversal is a cpu hog. I am working on a more inteligent update visitor for our needs.
During the update traversal the OSG only traverses subgraphs that contain nodes that need updating, this means that update traversals typically are less than a 1ms, if its substantially greater than it suggests that their is bottleneck that your adding somewhere along the line.
Also we have a visitor collecting scenery triangles around the aircraft that collects them using a TriangleFunctor to do some kind of collision detection with those few triangles. That TriangleFunctor has plenty of virtual calls in the innermost loop that I currently expect to hog cpu time. ... still investigating.
There shouldn't be an virtual calls within the inner loops, it should be inline functions all the way, this is whole reason for the existance of the TriangleIndexFunctor and TriangleFunctor templates. If your primitive sets are very fine grained then this perhaps could cause a lot of virtual method calling,so longer tri strips or lists of triangles will be more efficient. How are you setting up the terrain? How many triangles for tile? Are you testing about bounding volumes? There are lots of ways to make collision detection efficient. What to recommend will depend alot of the type of scene graph structure you have and what ops you want to do on them. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
