Hello Simon,
Simon Haegler wrote:
> osgHello
>
> how do the following options affect the render performance? especially the
> culling threshold is of interest, as i'm making heavy use of occlusion
> culling.
>
> _renderAction->setSortTrans(0);
> _renderAction->setZWriteTrans(0);
> _renderAction->setLocalLights(0);
> _renderAction->setCorrectTwoSidedLighting(1);
> _renderAction->setOcclusionCullingThreshold(0); // hierarchical multi frame
>
> are there any other options i should consider for the optimization of
> rendering performance?
I can not really comment on this, maybe Andreas, who implemented the OC
support for 1, can share his experiences ?
> my scene (citymodel) contains about 100k nodes, 16mio (transformed) vertices
> and makes heavy use of instancing (reuse of geocores) and material groups.
ok, that should keep the number of display lists/vbos and state changes
low, the number of nodes could be a problem though. Is there a chance
that you can collapse the scene more, without loosing too many
possibilities for occlusion or frustum culling ?
> with the camera on eyelevel and activated hierarchical multiframe occlusion
> culling the framerate is about 24fps on a nvidia 8800 ultra. render
> resolution is 800x600.
what happens at higher resolutions, i.e. are you reaching/at the fill
limit?
> do you have general optimisation ideas or is this the maximal framerate i can
> expect? when does the use of VBOs make sense? displaylist caching?
For a (mostly) static scene like a city and on your hardware that has
plenty of memory on the graphics card, VBOs sound like a good idea.
Hope it helps,
Carsten
PS: It would be great if you could give some feedback on this list, what
effect if any the optimizations you might try give you. Thanks.
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