Re: [osg-users] Deactivate cull mask testing
Hi Catalin, On Mon, 29 Jul 2019 at 09:54, Catalin Flower wrote: > I was trying to evaluate the impact of cull mask testings on rendering. We > have large number of objects, and when hide them by using cull mask on the > camera the frame rate goes up only 4-6 fps. I was expecting more. > The NodeMask/CullMask is an operation is done with the Node::accept() implementation for all node types, even when you override it with the mask, it still does the same check, it'll just pass in all the bits are overridden on. As for performance bottlenecks, there are many different things that can cause bottlenecks, the osgViewer::StatsHandler onscreen stats can be helpful, as can experimenting with window sizes, watching what happens when you move around your scene. What you want to do is figure out what might be the biggest bottleneck and then home in on that with more specific tests to tease out what is going on. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Deactivate cull mask testing
Hi Robert, I was trying to evaluate the impact of cull mask testings on rendering. We have large number of objects, and when hide them by using cull mask on the camera the frame rate goes up only 4-6 fps. I was expecting more. Thank you! Cheers, Catalin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76526#76526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Deactivate cull mask testing
HI Catalin, On Mon, 29 Jul 2019 at 08:38, Catalin Flower wrote: > Is there is a way to deactivate the entire part of the engine which it is > testing the cull mask for every node? > I believe you are the first to ever ask this question :-) The osg::NodeVisitor, which osgUtil::CullVisitor derives from,has the the following: /** Set the NodeMaskOverride mask. * Used in validNodeMask() to determine whether to operate on a node or its * subgraph, by OR'ing NodeVisitor::_nodeMaskOverride with the Node's own Node::_nodeMask. * Typically used to force on nodes which may have * been switched off by their own Node::_nodeMask.*/ inline void setNodeMaskOverride(Node::NodeMask mask) { _nodeMaskOverride = mask; } /** Get the NodeMaskOverride mask.*/ inline Node::NodeMask getNodeMaskOverride() const { return _nodeMaskOverride; } Perhaps this could be used. Robert, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Deactivate cull mask testing
Hi, Is there is a way to deactivate the entire part of the engine which it is testing the cull mask for every node? Thank you! Cheers, Catalin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76524#76524 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org