Re: [osg-users] Optimizing scene structure and geometry

2011-01-31 Thread Jean-Sébastien Guay
Hi Sergey, I've used gDEBugger tool for rendering optimizations, it have modes that turn off some features of rendering so you can determine what impacts framerate most (like it have modes which turns off all lights(fixed pipeline vertex lighting impact), replaces all textures with 2x2

Re: [osg-users] Optimizing scene structure and geometry

2011-01-29 Thread Sergey Polischuk
Hi, Ramy I've used gDEBugger tool for rendering optimizations, it have modes that turn off some features of rendering so you can determine what impacts framerate most (like it have modes which turns off all lights(fixed pipeline vertex lighting impact), replaces all textures with 2x2

Re: [osg-users] Optimizing scene structure and geometry

2011-01-28 Thread Ramy Gowigati
Hi, I am in the same stage now, optimizing a shadowed scene that is 1.5M triangles big (according to the stats). I did several optimizations, but still no where near what I am targeting for. Its the same, large outdoor scene, but in my case everything is fairly static. And the camera

Re: [osg-users] Optimizing scene structure and geometry

2011-01-28 Thread Wojciech Lewandowski
@lists.openscenegraph.org Subject: Re: [osg-users] Optimizing scene structure and geometry Hi, I am in the same stage now, optimizing a shadowed scene that is 1.5M triangles big (according to the stats). I did several optimizations, but still no where near what I am targeting for. Its the same, large

Re: [osg-users] Optimizing scene structure and geometry

2011-01-26 Thread Wojciech Lewandowski
Hi J-S, [..] My next step is eliminating textures that repeat, to even further improve texture atlas generation. This will again lead to some graphical artifacts unfortunately... I did the test of removing almost all statesets after scene load. The result was that most of the time, the

Re: [osg-users] Optimizing scene structure and geometry

2011-01-26 Thread Jean-Sébastien Guay
Hello Wojtek, I agree. I must admit I have lied to you (unintentionally;-) when I said that our frmerate increase was due to statesets removal. I checked the code and we later run optimizer again meging meshes. I also checked the toolset on my new PC and speed increase does not seem to be that

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Robert Osfield
Hi, The KdTrees in the OSG do not affect the cull traversal in any way whatsoever. KdTree we have only affect the intersection performance. Robert. 2011/1/23 Полищук Сергей pol...@yandex.ru: Hi, I think you can reduce cull time with build kdtrees option in osgdb registry or env var

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Tim and Robert, OK, a few great suggestions, and a possible answer to why the work I've done hasn't sped things up that much. First, I've been focusing mostly on automatic optimizations that I can code up in some processing tool since we already do that now (we use osgconv to convert all

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Tomlinson, Gordon
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Monday, January 24, 2011 9:36 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Optimizing scene structure and geometry Hi Tim and Robert, OK, a few great suggestions

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Wojciech Lewandowski
Hi J-S, No, we use the ViewBounds type. and I forgot to mention in my arguments to reproducing the results in the osgshadow example that I also used ViewBounds. Sorry about that, seems even with my very long post I was still missing some specifics :-) Command line for osgshadow was not

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Gordon, Just little FYI , you can build texture atlases that repeat the caveat being they can only repeat in one direction so you can build vertical and horizontal sets :) Yeah, but OSG's TextureAtlasVisitor just rejects textures as soon as they repeat in any direction. If there's

Re: [osg-users] Optimizing scene structure and geometry

2011-01-23 Thread Полищук Сергей
Hi, I think you can reduce cull time with build kdtrees option in osgdb registry or env var OSG_BUILD_KDTREES (if you not already using it). As for draw its related to large number of state changes i believe, so you should try to merge statesets. Large number of primitive sets is kinda bad,

Re: [osg-users] Optimizing scene structure and geometry

2011-01-22 Thread Robert Osfield
Hi J-S, Tim's analysis and suggestions are spot on. I'll qualify a bit more with a bit of history on tri stripping. Tri stripping used the most efficient way to batch up geometry for sending to the graphics card, this was in the era when display listing was king, and there was very little

Re: [osg-users] Optimizing scene structure and geometry

2011-01-22 Thread Wojciech Lewandowski
gone. And framerate went up 2 times. Cheers, Wojtek -Oryginalna wiadomość- From: Jean-Sébastien Guay Sent: Friday, January 21, 2011 10:13 PM To: OpenSceneGraph Users Subject: [osg-users] Optimizing scene structure and geometry Hi all, I thought I had a pretty firm grasp on what

[osg-users] Optimizing scene structure and geometry

2011-01-21 Thread Jean-Sébastien Guay
Hi all, I thought I had a pretty firm grasp on what to optimize given a certain set of scene stats, but I've optimized what I can and I'm still getting little improvement in results. So I'll explain my situation here and hope you guys have some good suggestions. Sorry if this is a long