Hi Robert,

i will do it as soon as possible. Unfortunately i am too snowed under with
work. But i will work on, and i will
post any progress.

is there a OSG meeting planed for this summer, may i don't work in august
:-)


/adegli

2007/5/18, Robert Osfield <[EMAIL PROTECTED]>:

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]
> > > > > >
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> > > > >
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> > > > >
> > > >
> > > >
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> >
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>
>
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