Re: [osg-users] FAR_PLANE_CULLING
Just as a follow-up question on this topic, what settings are included in the DEFAULT_CULLING? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Thursday, June 23, 2011 3:30 PM To: OpenSceneGraph Users Subject: Re: [osg-users] FAR_PLANE_CULLING On 6/23/2011 3:14 PM, Terry Welsh wrote: Haven't looked at this in a while, but I was just performance tuning an old app and got a significant boost by adding in CullSettings::FAR_PLANE_CULLING. Why isn't this included as part of DEFAULT_CULLING? I don't have any hard data, but I suspect the performance penalty for culling with the far plane when you shouldn't isn't near as bad as ignoring the far plane when you should use it. (I suspect NEAR_PLANE_CULLING is not as useful for most apps.) Hi Terry -- Do you have auto-compute near/far turned on? If so, there shouldn't be anything behind the far plane. In that case, it doesn't make sense for the CullVisitor to check every single Drawable's bounding box against a plane that it can't possibly be clipped by. For this reason, culling against the far plane is off by default. If you disable auto-compute near/far, and you expect part of your scene to be behind the far plane, then you should enable far plane culling. I'd expect to see a performance boost in such a case. Hope that helps, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FAR_PLANE_CULLING
Hi Shayne, The definition is in include/osg/CullSettings. Cheers, -Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40863#40863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FAR_PLANE_CULLING
Thanks Tony...:) -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Horrobin Sent: Friday, June 24, 2011 8:19 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] FAR_PLANE_CULLING Hi Shayne, The definition is in include/osg/CullSettings. Cheers, -Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40863#40863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FAR_PLANE_CULLING
Thanks for the explanation Paul. I hadn't had to look at the auto near/far feature for so long I didn't make the connection. It looks like this old app I'm using has it disabled as you'd expect. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com Message: 8 Date: Thu, 23 Jun 2011 15:30:21 -0600 From: Paul Martz pma...@skew-matrix.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] FAR_PLANE_CULLING Message-ID: 4e03b06d.7090...@skew-matrix.com Content-Type: text/plain; charset=ISO-8859-1; format=flowed On 6/23/2011 3:14 PM, Terry Welsh wrote: Haven't looked at this in a while, but I was just performance tuning an old app and got a significant boost by adding in CullSettings::FAR_PLANE_CULLING. Why isn't this included as part of DEFAULT_CULLING? I don't have any hard data, but I suspect the performance penalty for culling with the far plane when you shouldn't isn't near as bad as ignoring the far plane when you should use it. (I suspect NEAR_PLANE_CULLING is not as useful for most apps.) Hi Terry -- Do you have auto-compute near/far turned on? If so, there shouldn't be anything behind the far plane. In that case, it doesn't make sense for the CullVisitor to check every single Drawable's bounding box against a plane that it can't possibly be clipped by. For this reason, culling against the far plane is off by default. If you disable auto-compute near/far, and you expect part of your scene to be behind the far plane, then you should enable far plane culling. I'd expect to see a performance boost in such a case. Hope that helps, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FAR_PLANE_CULLING
Haven't looked at this in a while, but I was just performance tuning an old app and got a significant boost by adding in CullSettings::FAR_PLANE_CULLING. Why isn't this included as part of DEFAULT_CULLING? I don't have any hard data, but I suspect the performance penalty for culling with the far plane when you shouldn't isn't near as bad as ignoring the far plane when you should use it. (I suspect NEAR_PLANE_CULLING is not as useful for most apps.) -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FAR_PLANE_CULLING
On 6/23/2011 3:14 PM, Terry Welsh wrote: Haven't looked at this in a while, but I was just performance tuning an old app and got a significant boost by adding in CullSettings::FAR_PLANE_CULLING. Why isn't this included as part of DEFAULT_CULLING? I don't have any hard data, but I suspect the performance penalty for culling with the far plane when you shouldn't isn't near as bad as ignoring the far plane when you should use it. (I suspect NEAR_PLANE_CULLING is not as useful for most apps.) Hi Terry -- Do you have auto-compute near/far turned on? If so, there shouldn't be anything behind the far plane. In that case, it doesn't make sense for the CullVisitor to check every single Drawable's bounding box against a plane that it can't possibly be clipped by. For this reason, culling against the far plane is off by default. If you disable auto-compute near/far, and you expect part of your scene to be behind the far plane, then you should enable far plane culling. I'd expect to see a performance boost in such a case. Hope that helps, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org