Hi Dirk,

thanks for the hint the code was a bit suboptimal ;-) I fixed it.

Andreas

   Hi Enrico,

Enrico Borrione wrote:

Hi andreas,
thanks for the fast answer. I tried your suggestion,
but my application behaves weirdly. For debugging
purposes I added a SimpleStatisticsForeground,
so now I am reporting to you the output.

If I do not activate the occlusion culling, it says:

Fps:                38     (I am not using any shader)
Material Changes:     10
Nodes Drawn:         ~14000
Triangles Drawn:         ~64000
Primitives Groups:     ~24000
Vertices Transformed:     ~114000

If I switch on the occlusion culling,
The speed drops and:

Fps:                2.4
Tested Nodes:         15
Culled Nodes:         ~14000
Material Changes:     ~11000
Matrix Changes:         ~6000
Nodes Drawn:         256
Triangles Drawn:         ~7000
Primitives Groups:     ~600
Vertices Transformed:     ~8000

So the number of rendered primitives is dramatically reduced...
But now most of the time is spent in material / state changing.

Any clues about this strange behaviour?

The basic behaviour is not surprising, given that the front-to-back
ordering disables the state change minimization. However, 11000
material changes for 256 Nodes is just wrong, there is something amiss
in the OC code.

Andreas, can you take a look to make sure that only visible nodes'
materials are activated?

Yours

   Dirk


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Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated technology to make your job easier
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http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642
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