Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
Hi, Should this be done within VertexShader using GLSL? I tried to create a light following the osglight example, but it did not make any difference. Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18417#18417 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
Hi Maurizio, Maurizio Lodo schrieb: Hi, Thanks Peter for your very helpful reply. I have sorted that issue thank to your pointers. Now I have only one more question then I promise I won't bother you anymore. It seems that when I generate my model using the simple geometries I created and using VertexShader, the resulting cube, for example, has a very flat uniform colour, where it is impossible to distinguish the various faces. This does not happen when using the shapeDrawable cube or cylinder and so on. Would any of you mind pointing me in the right direction of how to resolve this? You need to provide normals to your geometry and enable light to achive the effect you desire. Thank you! Cheers, Maurizio Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
Hi, Thanks Peter for your very helpful reply. I have sorted that issue thank to your pointers. Now I have only one more question then I promise I won't bother you anymore. It seems that when I generate my model using the simple geometries I created and using VertexShader, the resulting cube, for example, has a very flat uniform colour, where it is impossible to distinguish the various faces. This does not happen when using the shapeDrawable cube or cylinder and so on. Would any of you mind pointing me in the right direction of how to resolve this? Thank you! Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18364#18364 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
Hi all, Finally I found some time to play with this. Thanks to your words of wisdom, I have decided to create my cylinder geometry. I used the drawinstanced example as a template and I managed to generate the cylinders, translate them and rotate them as I want. However I notice that when I get closer to these cylinders, they disappear, while ojects created using ShapeDrawable do not disappear. I do not know anything about GLSL (or OpenGL or OpenSceneGraph for that matter) and I was wondering if anyone could tell me why this is happening, if there is a way to fix it and if that would affect performance. Thank you very much! Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18248#18248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
The problem is likely your code . But we are not clairvoyant and as you do not provide the code you have used its nearly impossible to say what is wrong One shot in to the dark would be bad bounding boxes and spheres __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maurizio Lodo Sent: Wednesday, October 14, 2009 3:09 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders? Hi all, Finally I found some time to play with this. Thanks to your words of wisdom, I have decided to create my cylinder geometry. I used the drawinstanced example as a template and I managed to generate the cylinders, translate them and rotate them as I want. However I notice that when I get closer to these cylinders, they disappear, while ojects created using ShapeDrawable do not disappear. I do not know anything about GLSL (or OpenGL or OpenSceneGraph for that matter) and I was wondering if anyone could tell me why this is happening, if there is a way to fix it and if that would affect performance. Thank you very much! Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18248#18248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
Thanks for your replies!! I have been reading through this forum and googled a lot and it seems the best solution for my problem would be to create a simplified cylinder geometry (which I have done), divide all the cylinders into bins (by diameter, as they will have all the same length), and use geometry instancing to create several instances of the representative cylinder for each bin, translatated and rotated so that they would appear in the correct position in the scene. Would this sound sensible to you? Unfortunately this is were the learning curve gets a little steep though. I cannot seem to figure out how to use geometry instancing just by reading the drawinstanced example. Is there any tutorial around? or any other examples that would be helpful. Thanks again, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17786#17786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
Hi there, this is a quick response as i'm on my pda If you look in the implementation of shapedrawable, drawcylinder function, i believe the vertex locations for cylinders are calculated on each draw, using sin and cos! Also note the matrices for positionattitudetransforms are computed per frame You may be better off creating your own cylinder object with the vertices pre calculated Cheers, andrew On 9/29/09, Maurizio Lodo maurimaur...@msn.com wrote: Hi, I suppose you get many messages like this, so I apologise in advance. My scene is made of cubes and cylinders generated using ShapeDrawable. First I generate a large cell made of 1000 large cubes and up to 3000 cylinders and then a smaller cell made of the same number of elements, just smaller. Then I use osg::PositionAttitudeTransform to place several (16 to 64) of these smaller cells inside one of the cubes of the larger cell. Unfortunately this seems to cause the frame rate to drop to about 8 - 9, while the scene runs at about 120fps when section with the small cells goes out of the screen. I followed a suggestion I read on this forum and I tried to remove the use of osg::PositionAttitudeTransform and draw all the elements of the several smaller cells but this only makes the program take longer to load, but once it's loaded it still runs at about the same frame rate. I am just a beginner and I was wondering if any of you clever people can give me a pointer in the right direction or indicate some useful documents that my help me make this run a little faster. Thank you very much in advance! Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17696#17696 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org