[osg-users] OsgViewer stalls in renderingTraversals

2011-03-21 Thread Mikhail Zoline

Hello,
I've just reinstalled OSG 2.8.2 with CMake 2.4 to work in  MSVC  7.1 
environment.
I tried to run a number of examples and all but one stalls in 
ViewerBase.cpp line 813

from the first frame.
The only one I can run is osgeviewerGLUT.

All suggestions will be well appreciated

MZ


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[osg-users] thousands spheres renedering with OSG

2009-07-03 Thread Mikhail Zoline

First of all I'd like to thanks all implied persons for the great support.

As Robert said :
"Disabling culling will do nothing as the OSG already only does cull
tests when subgraphs are partially culled - if the subgraph is
entirely within the view frustum the view frustum test if switched
off.

The majority of the cull traversal time in Mikhail's case will simple
by traversing a big scene graph and they creating a big rendering
graph to rendering it."

This is exactly the case. The majority of times my whole pile is 
entirely situated inside of frustum.
I've tested with the culling disabled for all geodes and their parents 
PATs. There is no performance gain at all.

Right now I'm looking at geometry instancing with vertex shader in
osgforest demo, but don't know yet how I could synchronize the positions
and rotations of my rigid bodies and geometries.
Beside of that,  my boss is not very keen to idea of vertex shader 
instancing for the reason of hardware limitations we should impose to 
our customers.


Thanks again for your great support.

MZ


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[osg-users] thousands spheres renedering with OSG

2009-07-01 Thread Mikhail Zoline

Hello to all osg users,
I would like to render about 8 to 10 thousands of spheres in order to 
simulate the movement of a pile of rocks pushed by a bulldozer. Each 
sphere will have a maximum of 20-40 vertices and will be drawn in 
TRIANGLE_STRIP mode.
The results of the tests I did with spheres simplified down to 24 
vertices, are dismal. I could go to maximum of 1600 spheres at 30 frames 
per second.
At the same time without OSG, just using ODE's accessory library 
"drawstaff", I can simulate about 8500 spheres at 30 frames per second. 
I did use OSG profiler, and the great part of a frame, about 20% to 30% 
is occupied by culling. Then did the same test with the sprite-points 
instead of spheres and the performance gain is about 30%.
I have looked at osgimpostor example, but it seems to me it's not 
applicable in my case.


I would like to poll any suggestion of strategy and methods to use.

Looking forward for your news I'd like to thanks each of you a lot.
MZ
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