Re: [osg-users] Deactivate cull mask testing

2019-07-29 Thread Robert Osfield
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

2019-07-29 Thread Catalin Flower
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

2019-07-29 Thread Robert Osfield
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

2019-07-29 Thread Catalin Flower
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