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. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
