[osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I think we can squeeze a lot more out of it. So i'm writing a node visitor which could eventually be added to the optimizer to remove all un used

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Robert Osfield
Hi Tom, The CPU cost of depth sorting the transparent objects is pretty low, and will only be significant if you have a very large number of geometries that need to depth sorted. Do you think you are CPU limited by the sorting of transparent bin? Robert. On Wed, Oct 27, 2010 at 11:19 AM,

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi Robert At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a waste of cpu to depth sort and I'm just looking for all the extra performance I can find

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Robert Osfield
Hi Thomas, On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Sounds sensible to me. I'm just a little too keen. All in all though I've been really impressed by the performance already. I'll start making a test scene and perhaps add a few features that can be toggled, like render to texture etc. I'll see if I find time this weekend On 27 October 2010