Re: [osg-users] Geometry Drawing Performance

2010-09-16 Thread Robert Osfield
HI Frank, On Wed, Sep 15, 2010 at 7:12 PM, Frank Sullivan wrote: > The 700fps is just in wireframe mode with nothing else being drawn. > Eventually I'll have to put it in a scene, and apply a special shader effect > to it, which could reduce the frame rate. I don't know exactly what the frame

Re: [osg-users] Geometry Drawing Performance

2010-09-15 Thread Frank Sullivan
Hi guys, The 700fps is just in wireframe mode with nothing else being drawn. Eventually I'll have to put it in a scene, and apply a special shader effect to it, which could reduce the frame rate. I don't know exactly what the frame rate will be, but I thought it might be fruitful (partially for

Re: [osg-users] Geometry Drawing Performance

2010-09-15 Thread Robert Osfield
HI Frank, On Tue, Sep 14, 2010 at 8:10 PM, Frank Sullivan wrote: > In any case, I went for a naive implementation at first. Each drawable was an > osg::Geometry object attached to an osg::Geode (which again, may have one or > more osg::MatrixTransforms as parents). Each osg::Geometry had its ow

Re: [osg-users] Geometry Drawing Performance

2010-09-14 Thread Roland Smeenk
Hi Frank, you layout doesn't really look cache friendly. Take a look at the optimizer and it's options especially INDEX_MESH, VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM. http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/OptimizerOptions And of course make sure your Geometry

Re: [osg-users] Geometry Drawing Performance

2010-09-14 Thread Frank Sullivan
Another thing, Looking at the GL Trace output in glslDevil, it looks like my program is using vertex arrays. I can't tell for sure, but I think it is using vertex arrays because I don't see any calls to glBindBuffer and the pointer used in glVertexPointer looks like an actual pointer to data (0

Re: [osg-users] Geometry Drawing Performance

2010-09-14 Thread Frank Sullivan
Hello again, There is something else that I thought of. Here is a diagram of what one of these drawables might look like: http://imgur.com/lefTl.gif Because of the way that this drawable is generated (by recursively subdividing a quad), the indices are not necessarily in an order that is cach

[osg-users] Geometry Drawing Performance

2010-09-14 Thread Frank Sullivan
Hello everybody, Can I trouble you with some questions about performance? My situation is basically this. I have a list of 54 drawables that I'm generating in-code. Not all of them are necessarily displayed on the screen at any given time, and in some cases, a certain drawables might be drawn m