[osg-users] tiled terrain and batch vertexs ?

2011-09-24 Thread John Water
Hi, all maybe this is a old topic , but I can't find answer in lots of forum, so I have to ask for help . I write a terrain engine mostly like interlocking terrain; there are 32x32 tiles for whole terrain, and 17x17 vertexs for one tile. every tile has one vertexarray, I use osg to realize

[osg-users] hi, anyone can tell me how convert .dgn files to .osg/.ive ?

2011-01-25 Thread John Water
Hi, everybody. recently, I get trouble about converting .dgn files( MicroStation'format) to .osg ; I found dgn2osg plugin in osg'web sites, but it seems not to download availably now. I also can't find opendgn'sdk download from Google which support read/write dgn files. any advices,

Re: [osg-users] so big different performance in debug and release?

2010-09-01 Thread John Water
Hi, thanks for your reply. yes, I should debug my programm in release mode. osg is really great!~ thanks. Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31232#31232 ___

[osg-users] so big different performance in debug and release?

2010-08-31 Thread John Water
Hi, recently, I trace 3D application'performance in debug, frame rate always is low and cull time always is high, I use lots of method to speed application; it improve a little. but today after I compile application as release version, the culling time drops from 100ms to less than 10ms, the

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread John Water
Hi, can I remove all static transform node( use other nodes to replace) from ive model ?? I try osgUtil::Optimizer::FlattenStaticTransformsVisitor to do this, it seems to change some of them, but not of all. any other methods can realize this? Thank you! Cheers, John --

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread John Water
Hi, plus, I try just now; I find that animation ive' transform occupy 80~90% in total transform nodes. some of them are static, some of them are dynamic. can I remove or reduce these kind of node( animation ive) when exporting from 3dMAX using plugin ?? thanks a lot. Thank you! Cheers,

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-17 Thread John Water
Hi all. thank you all for response. in my scene, stateset: 444(unique), 23682(instance) group: 531(u), 18505(instance) transform: 5107(u), 18112(instance) lod: 53(u), 1129(instance) geode:831(u),13840(instance) drawable:3065(u), 19279(instance) when roaming, about 120,000~150,000 (triangle +

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-17 Thread John Water
Hi, Thank you very much for your reply, robert. I will make try~ Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30862#30862 ___ osg-users mailing list

[osg-users] why transform nodes give a big impact to cull time??

2010-08-12 Thread John Water
Hi everybody: I found that the more transform node, the higher cull time ?? is that correct ?? in one whole scene graph, transform node'cull time occupy 60~70% in total cull time ?? any solution, thanks in advance. Thank you! Cheers, John -- Read this topic online here:

[osg-users] how to share texture in different .ive models?

2010-08-02 Thread John Water
Hi, everyone: I want to opmitize my osg' programm, and want to share the same texture (image) in different .ive models, I think it may reduce osg'StateSet numbers. what can I do ?? any advice, very appreciate!! Thank you! Cheers, John -- Read this topic online here:

[osg-users] anyone can tell me how to share texture in different ive models??

2010-08-02 Thread John Water
Hi, everyone: I got one trouble. I create one scene of having about 20,000~30,000 triangles(in the eyeview) when roaming in my machine( T400, ati hd3400 ), speed is very slower. I try to opitimize the scene' statesets of osg( about 1100) to cut down, using Tools(GLIntercept), I found that the