Hi Adrian, I don't really know the ins and outs of driver rev's under Windows w.r.t tristripping vs triangles. It seems odd that there is a difference, especially if both are indexed.
Could you create an test example that can create triangle mesh vs the same size tristripped meshes? Robert. On 5/18/07, Adrian Egli <[EMAIL PROTECTED]> wrote:
So just for your information. I tested same databases on Windows XP based platforms with different GPU vendors (ATI, NVIDIA) and also different type of graphic cards. Under OS/X i have just ATI X1600 Mobile graphic card tested. But i can say that under windows XP the performance issue is much bigger than under OS/X. Is there a known problem by using Triangles Strips compared to Triangles under Windows? Of course it's not the same graphic command and of course the strips needs different work steps on the card compared to just triangles. but what i can not understand is the reason why os/x opengl is much faster than windows xp opengl driver in processing tri strips. is there some known bug in the windows core library ? if someone knows more about this issue let me know, i made still a work around, so isn't quite importent to get a fast answer. /adegli 2007/5/16, Adrian Egli <[EMAIL PROTECTED]>: > 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/ > > > > _______________________________________________ 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/
