Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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
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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tony Horrobin
Hi Shayne,

The definition is in include/osg/CullSettings.

Cheers,

-Tony

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http://forum.openscenegraph.org/viewtopic.php?p=40863#40863





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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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





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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Terry Welsh
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

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[osg-users] FAR_PLANE_CULLING

2011-06-23 Thread Terry Welsh
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
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Re: [osg-users] FAR_PLANE_CULLING

2011-06-23 Thread Paul Martz

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
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