Hi Manju,
On Thu, 2005-06-09 at 19:38 +0530, Manjunath Sripadarao wrote:
> Hi Marcus,
> Thanks for the information. Unfortunately I cannot give out the opengl
> program just yet cause it has other stuff that is proprietary. But the
> idea is to split the model in such a way (< 64k vertices/per geometry)
> that you can use 16 bit indices.
We don't do that right now, because as a general scenegraph we can't
just change the underlying geometry without telling the user. I've been
struggling with doing mandatory striping, but too many people just
didn't do it and complained about OpenSG being very slow, so we added
that. But doing these kind of tree changes behind the user's back is a
bad idea, IMHO.
However there is nothing stopping you from doing the same thing in
OpenSG, we do support 16 bit indices (GeoIndicesUI16) and the results
should be similar. We do have a splitter GraphOp, but right now it
splits on polygon count, not vertices. Shouldn't be a very big change,
though.
> Then use standard VBO to load the
> model into video memory and render. You can find programs in the
> nvidia sdk to achieve this.
I want to do VBOs, but I'm afraid they won't work well with multi-
threading (as they can be in graphics memory, I think they can only be
accessed from the thread with an active OpenGL context, which generally
is not going to be the thread that creates the geometry). Not to talk
about having multiple pipes in the same machine... I'll see what I can
come up with.
> It is a standard run of the mill
> opengl+glut program when everything else is stripped. Note we have FX
> 3400G cards so your mileage may vary.
Mine is a lowly Quadro FX 1000 mit 128MB, so I'll never get to that
point. I need to get a new card. ;)
> How much time does the dragon model take to load for you guys
> it takes me a lot of time to load the model (around 1 hour).
> Is there anyway to make this faster ? In our opengl program
> it takes less than a min!
Wow! That's a long time! I just loaded it from the ply in 60 seconds,
including normal calculation (which in your version is probably slower
than in mine, I recently added some tests that make it not have to be
quite so conservative). If you add striping it takes 60 seconds more.
All of that with debug libraries, especially the striping would be quite
a bit faster in opt.
The only time we've seen outrageous loading times like this before is
when running under Visual Studio with the VS compiler and MS STL, which
is horribly slow. Either use the Intel compiler version, or the STLport
STL, but the MS compiler & STL is just bad. What are you running on?
Hope it helps
Dirk
-------------------------------------------------------
This SF.Net email is sponsored by: NEC IT Guy Games. How far can you shotput
a projector? How fast can you ride your desk chair down the office luge track?
If you want to score the big prize, get to know the little guy.
Play to win an NEC 61" plasma display: http://www.necitguy.com/?r=20
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users