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.
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