HI Mathias,

On 11/8/06, Mathias Froehlich <[EMAIL PROTECTED]>
Ok. Bought that.
Return to my prevous question:
how can I find out the bottlenecks?
... CPU profiling with whatever CPU profiler is out of question.
Or other asked different:
What tools do you use for that?

At a first pass I just watch the update, cull and draw and GPU stats
that osgProducer::Viewer provides.  Then once this gives me an overall
picture I then look at the traversal that is giving the most problem.
Do this I just go in a add code like:

 osg::Timer_t startTick = osg::Timer::instance()->tick();
 ... do stuff...
 osg::Timer_T endTick = osg::Timer::instance()->tick();
 double timeTaken = osg::Timer::instance()->delta_ms(startTick,endTick);

And the output the results to the console or a file.

Crude but effective.

BTW: you told me that there is a scenegraph balancer in the Optimizer?
Which optimization flag is that?

Ahh I think this would be a good exercise for the reader, have a look
at the options bit mask at the top of the include/osgUtil/Optimizer
header.  The enum lists should give you an ideal of all the
optimization traversals available.  See if you can spot the one that
balances a scene graph (creates a quad tree).

Robert.
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