@lists.openscenegraph.org
Sent: Saturday, July 12, 2008 10:46 AM
Subject: Re: [osg-users] KdTree support now checked in
Hi Adrian,
It's great to hear you getting better performance. How much is down
to more efficient intersections vs other changes to the OSG I cannot
say - you'd need to profile
,
and so now Group Traverse can do more iterations.
James Killian
- Original Message - From: Robert Osfield
[EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Saturday, July 12, 2008 10:46 AM
Subject: Re: [osg-users] KdTree support now checked in
Hi
Message -
From: Adrian Egli OpenSceneGraph (3D)
To: OpenSceneGraph Users
Sent: Thursday, July 17, 2008 2:27 AM
Subject: Re: [osg-users] KdTree support now checked in
Sorry,
i don't really understand where the bench come from. what did you messured,
linesegement intersection
On Thu, Jul 17, 2008 at 1:31 PM, James Killian
[EMAIL PROTECTED] wrote:
The actual data comes from using the Amd Code Analyzer, while running the
game.
But what do the values mean? ms? number of times called? number of
astronauts in orbit at any one time?
effect of
using 40% cpu to 2!
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, July 17, 2008 7:46 AM
Subject: Re: [osg-users] KdTree support now checked in
On Thu, Jul 17, 2008 at 1:31 PM, James
Hi Robert,
It's interesting how different bottlenecks pop up, in this case
creating objects on the heap is clearly showing itself as a bottleneck
whereas the old brute force intersection code was so slow that this
wasn't a significant factor.
Bear in mind that what I mentioned was with
Hello Rick,
So my first question is about how I should try to cache the intersect
visitors? Should I keep one around for each large ship (node passed in
to the getIntersections() function), or should I just make a single one
that is used over and over?
There's really no way I can answer
Hi Robert,
I was wondering, is there a way this new kd-tree can be leveraged to
make other types of intersection tests (polytope) faster too? I will
soon need to integrate polytope intersections for picking of lines and
points into our framework, so it would be cool if those could be
Hi Robert,
To enable automatic generation of KdTree's I have extended osgDB so
that the Registry and DatabasePager are both KdTree aware, and if
KdTree build option is enabled it'll use the Registry's new
KdTreeBuilder object to build KdTree's on loaded models. To enable
this building you
Hi J-S,
On Sun, Jul 13, 2008 at 8:15 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I was wondering, is there a way this new kd-tree can be leveraged to make
other types of intersection tests (polytope) faster too? I will soon need to
integrate polytope intersections for picking of lines and
Hi Robert,
osg::KdTree could support osg::Polytope intersections, but I haven't
implemented this as it wasn't required for the client, and I want to
get 2.6 out the door sooner rather than later. Feel free to pitch in,
but bare in mind I want to get 2.6 out in the next two weeks.
OK, I just
Hi Robert
Perfect, i will help you in analyzing the performance bottle neck. of course
the kd-tree will be an imporant new feature, and also new rendering technics
could become reasonable once we have a really fast framework for
intersection tests.
/adrian
2008/7/12 Jean-Sébastien Guay [EMAIL
Hi Robert
Compiling...ends in some warnings, may you can fix them
KdTree.cpp(108) : warning C4018: '=' : signed/unsigned mismatch
osgkdtree.cpp
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(115)
: warning C4018: '' : signed/unsigned mismatch
Hi J-S,
On Sat, Jul 12, 2008 at 1:09 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I think I may be able to help a bit regarding the higher-level setup and
bookkeeping changes needed to speed things up on that regard. One thing I
noticed before is that creating a new Intersector and
Hi Robert,
i tested the whole afternoon with a really big terrain database (city of
cannes). i rebuild our internet based visualisation plugin with latest
openscenegraph (SVN of this morning) and the performance with
the kdTree datastructure enabled is much better than with elder OSG version.
i
Hi Adrian,
It's great to hear you getting better performance. How much is down
to more efficient intersections vs other changes to the OSG I cannot
say - you'd need to profile the relative costs of intersections/cull
and draw traversals etc.
KdTree are only used in intersections, so it doesn't
Hi J-S, et. al.
When you mention caching the intersect visitors, when should you use reset()
and when are setStart()/setEnd() used?
In my game, I keep simplified, bounding box representations of the ships in
the scene and then do line segment intersections. When I do the
calculations, I start
Ar accidentally pressed a control combination and gmail kindly
dispatched the email before complete...
Rejoining the previous email...
To enable automatic generation of KdTree's I have extended osgDB so
that the Registry and DatabasePager are both KdTree aware, and if
KdTree build option
Hi Robert,
To wrap, all these changes on now in SVN trunk and will be part of
2.5.4 and hence the up coming 2.6. If you enable the build of
automatic KdTrees of load and use
IntersectionVisitor/LineSegmentIntersector then you'll be able to go
straight ahead of use KdTree intersections without
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