Now i compared a database with 6M tri angles to a database with a 500K primitve database. the second one has a lot small tri strips. (with about 10 tri per strip) and for this i get the issue. the huge one, with 500k triangles as triangles rendered, not strip is much faster
i feel like the that the graphic pipeline with produce this problem /adegli 2007/5/16, Robert Osfield <[EMAIL PROTECTED]>:
Hi Adrian, Also make sure that you are compiling with a release build as this makes a huge difference to performance. Also considering using osgViewer's support for DrawThreadPerContext, as this can hide the cost of a long cull traversal very effectively on dual core machines. Robert. On 5/16/07, Adrian Egli <[EMAIL PROTECTED]> wrote: > Many thanks robert. > > so i will switch of > > osgUtil::GLObjectsVisitor: > > :SWITCH_OFF_VERTEX_BUFFER_OBJECTS > > VBO > > :-) > > > > 2007/5/16, Robert Osfield <[EMAIL PROTECTED]>: > > Hi Adrian, > > > > Performance optimization is a huge and complex topic. I'm not going > > to go into it now, search the archives. > > > > W.r.t VBO's vs display lists, I find VBO's slower for big complex > > models. Model with a small number of osg::Geometry which are all > > large work well with VBO, while models with a > > large number of osg::Geometry which all are small work best with display > lists. > > > > Robert. > > > > On 5/16/07, Adrian Egli <[EMAIL PROTECTED] > wrote: > > > hi > > > > > > It got some probleme in opening of huge 3D database files (IVE format). > At > > > the moment the file is first time displayed whe have to > > > check for 2 different cases: > > > > > > (1) case would be: the whole file content (scene) is displayed: we > rotate > > > the camera, move the camera and so on, no probleme, the fps stay > constant. > > > on my carte 10fps, you see quite huge > > > file. > > > > > > (2) the camera is in the center of the file, and only a small part of > the > > > scene is display: we do same thing manipluating the camera, our movement > is > > > not yet fluid. once we have displayed > > > the whole file once, part by part the scene is greate working. is there > a > > > problem in transfering datas to the GPU? buffered object, better to use > > > displaylist? > > > > > > > > > i am using: > > > > > > > m_sceneView->setDefaults(mode|osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT); > > > > > > > > > > ((osgUtil::GLObjectsVisitor*)m_sceneView->getInitVisitor())->setMode( > > > > > > > ((osgUtil::GLObjectsVisitor*)m_sceneView->getInitVisitor())->getMode()| > > > > > > > osgUtil::GLObjectsVisitor::SWITCH_ON_VERTEX_BUFFER_OBJECTS > > > > ); > > > > > > > > > regards > > > adegli > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://openscenegraph.net/mailman/listinfo/osg-users > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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