[osg-users] OsgViewer stalls in renderingTraversals
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] thousands spheres renedering with OSG
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] thousands spheres renedering with OSG
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org