-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 gh.robin wrote:
> Hello Tim, > > I spite of a very low fps with osg 1.9.4 (as i said before) i have built FG > with that patch, which works perfectly (but the cursor change, you are > working on it). > I'll turn this into a Wiki page if it gets taken up. First of all you should have the OpenSceneGraph-Data distribution from the Downloads->SampleData page of www.openscenegraph.com, unpack it, and point the OSG_FILE_PATH environment variable at it so you get the real fonts that the Stats display needs. > How may we understand the values which are given > Event > Update > Cull > Draw > Gpu > > Are they percentage of use , or anything else ? > The numbers are time, in milliseconds. The names refer to the different steps that OSG uses to update and draw a scene: Event - All non-graphics update is done here: processing user and other input, FDM, etc. Queries against the scene graph for finding height above ground are done in this phase as part of the FDM, which is currently a big bottleneck. Update - Callbacks in the scene graph are called, basically implementing all the animations. Cull - Non-visible parts of the scene are discarded, transparent objects are sorted by depth, and all geometry is grouped to minimize OpenGL state changes. Draw - Everything is rendered using OpenGL. GPU - This statistic is available only on Nvidia hardware, I think; it shows how much time the GPU takes to execute all the OpenGL requests. It won't be much smaller than the Draw time, but it could be quite a bit larger. > The "Cull" is basically very high compared to the other values but when i > fly > over the sea (without tiles as i said in an other topic). > What is exactly the meaning of the "Cull" value ? > It's hard to assign a meaning to these times in isolation, except to note that 16 milliseconds total is the magic number that gives you a frame rate of 60hz. The large cull time indicates poor scene graph layout; possibly there's a problem with transparent objects in your beautiful cockpit :) The large draw time vs. gpu time shows that the scene and model geometry could be grouped in larger batches. > I get ThreadingModel : SingleThreaded , is it right ? > Yes; I've forced all the OSG operations into one thread to start with. There is a lot of flexibility in that area, and we'll try multithreading things on multiprocessor machines. > Here a snapshot of the Stats http://perso.orange.fr/GRTux/OSG-Stat.jpg > > Regards > Thanks! I'd love to know the details of that (aircraft, location, ...) Tim -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFGTLsAeDhWHdXrDRURAsKvAKDRGhHzF65a4x8sT0oyMtBTUPsBBgCePkV4 qt17uGiTPG5JB021A7v+t0M= =6/Ik -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel