Hi Folks, First off, let me say that it's good to be back on the list - it has been awhile ;-)
I'm trying to tune a scene-graph representing a relatively-large model. I'm seeing what I think are abnormally long cull-traversal times. The SG looks as follows: (State is constant across the entire scene) [Group] x 1 | [Switch] x 1 | [MatrixTransform] x 100 | [Geode] x 1 | [Geometry] x 100 There are approx 10K Geometry Drawables in the overall scene. The cull traversal for this scene graph is approx 10ms on a 2.5GHz Core2Duo processor. If I change the SG to the following: [Group] x 1 | [Switch] x 1 | [MatrixTransform] x 100 | [Switch] x 1 | +-----------------------------+ | | [Geode] x 1 [MatrixTransform] x 100 | | [Geometry] x 100 [Geode] x 1 | [Geometry] x 1 and I turn on the new branch, the cull traversal jumps to 80ms. If I eliminate the single Geometry node below the new geode (so that the new branch is still there, but doesn't draw anything, cull-traversal falls to 40ms. Can anyone help explain what is going on here? These cull-traversal times seem long relative to the complexity of the scene and the speed of the processor - I'm trying to hit a 60Hz frame-rate, and even 10ms for the cull is just not going to cut it. For better or worse, there isn't a good way to simplify the complexity of the scene. cheers, sean
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