Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Chris 'Xenon' Hanson
On 9/21/2011 1:57 PM, Vincent Bourdier wrote: > Hi, > Did you had a look on the result of the simplifier ? > I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify > more, so the > results remains nearly the same. Also, osgWorks http://code.google.com/p/osgworks/ has a

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Vincent Bourdier
Hi, Did you had a look on the result of the simplifier ? I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify more, so the results remains nearly the same. Maybe you could create your own simplified geometries for example a (colored) cube for a building (6 faces, even 5 if

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Marcus Rabe
Hi, Paul you are right I forgot to write the hole code for the LOD implementation, sorry. Code: osg::ref_ptr lodLevel3 = originalGeode; osg::ref_ptr lodLevel2 = dynamic_cast( lodLevel3->clone( osg::CopyOp::DEEP_COPY_ALL ) ); osg::ref_ptr lodLevel1 = dynamic_cast( lodLevel3->clone( osg::CopyOp

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Paul Martz
On 9/20/2011 7:32 AM, Marcus Rabe wrote: This was again a little bit faster but was not enough. Than I used LODNodes: Code: osg::ref_ptr lodLevel3 = originalGeode; osg::ref_ptr lodLevel2 = dynamic_cast( lodLevel3->clone( osg::CopyOp::DEEP_COPY_ALL ) ); osg::ref_ptr lodLevel1 = dynamic_cast(

Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Robert Osfield
Hi Marcus, Performance optimization is a huge topic and most of the time it comes down to creating a well balanced scene graph. You really need to make sure that the whole scene graph is built with performance in mind, one typically can't just enable something or apply some high level trick to su

[osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Marcus Rabe
Hi, I am using "OSG version 2.8.2" on a Windows XP x64 System (i7 system, 8GB RAM) and I am trying to implement a driving simulator with OSG. First I testet all the scene with a small city and had no performance problems when I was driving thru the city. But now I loaded the hole city into the

Re: [osg-users] Performance Problems

2007-10-22 Thread Mike Weiblen
There are several very nice books, they are mentioned on the front page of the website under "Latest Project News". Purchase them from http://osgbooks.com/ cheers -- mew On 10/22/07, Shawn Cook <[EMAIL PROTECTED]> wrote: > > Thanks to Robert and David for the responses. In reality what I real

[osg-users] Performance Problems

2007-10-22 Thread Shawn Cook
Thanks to Robert and David for the responses. In reality what I really wish I had for this project was just some documentation for OpenSceneGraph. OpenSceneGraph provides some very breif 'mission statements' on the website, random tutorials, examples that are thorough but not entirely inclusi

Re: [osg-users] Performance Problems

2007-10-22 Thread David Spilling
I'm not sure if this helps, but I have in the past found that calls along the lines of : geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size())); can take ages. In particular, I think the DrawArrays call can take a while. On an app of mine, I was doing the abov

Re: [osg-users] Performance Problems

2007-10-22 Thread Robert Osfield
Hi Shawn, I'm afraid I have too little time available to help out at a fine grained level. Robert. On 10/22/07, Shawn Cook <[EMAIL PROTECTED]> wrote: > > Thanks for the response, Robert. I'm in the midst of a small rewrite to > try something else to optimize my code and now I have another ques

Re: [osg-users] Performance Problems

2007-10-21 Thread Shawn Cook
Thanks for the response, Robert. I'm in the midst of a small rewrite to try something else to optimize my code and now I have another question: In my UpdateCallBack for all my many quads I want to add a new quad only when it is needed. However, with the code below I get a break point (excepti

Re: [osg-users] Performance Problems

2007-10-21 Thread Robert Osfield
HI Shawn, The OSG can handles scenes with thousands of objects, and millions of polygons on modern machines at a solid 60Hz, the numbers of objects you are talking about suggest there is something wrong with how you are setting up your app. Could it be that you are doing a single quad per geometr

Re: [osg-users] Performance Problems

2007-10-20 Thread Paul Martz
f Shawn Cook Sent: Friday, October 19, 2007 4:32 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Performance Problems Hi, Trying to do something simple and getting a poor framerate. I'm sure it's just something I don't know about OSG and need to learn, perhaps y

[osg-users] Performance Problems

2007-10-19 Thread Shawn Cook
Hi, Trying to do something simple and getting a poor framerate. I'm sure it's just something I don't know about OSG and need to learn, perhaps you folks can help. Basically, imagine a camera positioned above a grid with anywhere from 100 to 5000 quads of similar size shuffling around on the 2

Re: [osg-users] Performance problems with a 'rear view mirror' view

2007-08-02 Thread Murray Curtis
> G'Midnight Murray :-) Yeah, I'm going home to bed very soon... > > What is the CPU and GPU set up on the IGs? There is chance you might > be able to use multiple CPU, GPU setup. The old ones are P4s and 6800s, the new ones Intel dual core thingos whatevertheyrecalled with 8800s which I'm

Re: [osg-users] Performance problems with a 'rear view mirror' view

2007-08-02 Thread Robert Osfield
On 8/2/07, Murray Curtis <[EMAIL PROTECTED]> wrote: > G'Day Robert G'Midnight Murray :-) > Robert Osfield wrote: > FPS roughly halves - which I guess is to be expected. I saw your > announcement of osgViewer::Renderer a few minutes after posting :-) Having of FPS isn't too surprising as your re

Re: [osg-users] Performance problems with a 'rear view mirror' view

2007-08-02 Thread Murray Curtis
G'Day Robert Robert Osfield wrote: > I would not expect any performance hit beyond that of having to draw > the scene twice. What scale of performance hit are you seeing? FPS roughly halves - which I guess is to be expected. I saw your announcement of osgViewer::Renderer a few minutes after po

Re: [osg-users] Performance problems with a 'rear view mirror' view

2007-08-02 Thread Robert Osfield
Hi Murray, I would not expect any performance hit beyond that of having to draw the scene twice. What scale of performance hit are you seeing? While CompositeViewer doesn't present have support for stats, some changes to osgViewer I've just checked in should make support easier to add stats supp

[osg-users] Performance problems with a 'rear view mirror' view

2007-08-02 Thread Murray Curtis
I'm trying to include a rear view mirror view in my driving simulator scene but and having trouble getting reasonable performance. I've recently converted from Producer to osgViewer and have set up two views on a common graphics context, one full screen, the other smaller, windowed over the oth