[osg-users] Displaying cables
Rémy Deslignes
rdeslignes at silicon-worlds.fr
Tue Feb 5 05:14:18 PST 2008
Just a stupid question : if the bottleneck is the update of the hose,
what would you think about using VBOs ?
Laurent Di Cesare a écrit :
> Jean-Sébastien Guay wrote :
>
>> Hello,
>>
>> For now, we are creating some geometry (quad strips, specifically) to
>> display the cables, and assigning texture coordinates to that geometry,
>> on the fly.
>>
>>
> (...)
>
>> I know the cable display needs to be optimized because if I just set the
>> cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the
>> same view). And there are not *that* many cables... There's a lot of
>> other geometry in the scene which is still drawn in the 2.2ms time...
>>
>> So I would appreciate some pointers. I would have assumed quad strips
>> are pretty fast, so perhaps something else is the problem?
>>
>> There's the fact that the geometry is dynamic, which could mean that OSG
>> is trying to recreate display lists each frame, but I tried
>> setUseDisplayList(false) on the geometry and the cables just did not
>> display anymore... Is there something else I need to do in that case?
>>
>>
> I have a somewhat similar situation myself. I use capsules to display
> hoses,
> which aren't textured but just have a color, and use display lists.
> Capsules are just cylinders and half spheres, but these are made of a
> lot of vertices.
> I ran at something like 1-2 fps(!) when I was redrawing the whole hose
> everytime the hose changed.
> When no geometry changed, I shot back to around 25 fps.
> I got three times faster when I limited myself to changing only the end
> of the hose, thus keeping the same capsules rather than replacing them
> with new ones with the same coordinates, color, etc.
> I then got another factor 3 by making sure I drew as few capsules as I
> needed.
> In my case too, the capsules are not that many, I have tens of animated
> characters moving around, plus a scene to render, but the dynamic shapes
> ate way more than anything else.
> I'm not sure if this helps a lot, but I just did this today, and
> optimizing the geometry was clearly a big win for me.
> If your app doesn't change all the cables at once, only one part of one
> cable at a time (a given frame), keeping the geometry should give you a
> decent boost.
>
> If anyone else has other suggestions, I'm interested to hear them too.
>
> Sincerely,
> Laurent Di Cesare.
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--
Remy Deslignes
Ingenieur Developement / Software Engineer
Tel: +33 (0)1.53.90.11.19
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Silicon Worlds S.A.
224, rue Saint Denis
75002 Paris France
Tel: +33 (0)1.53.90.11.11
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