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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