[osg-users] Maximizing rendering throughput
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Thu Oct 22 11:54:11 PDT 2015
Hi Jannek,
That's a great approach, but my dynamic part of the scene is
unfortunately rather big, so there are some concerns on having the
structure twice (I guess by deep copy you really mean copying drawables
etc. as well).
I've just stumbled upon the osgtext example which interestingly enough
uses the dynamic data variance while employing an update operation to
update the text. This seems contra-intuitive, which why I simply removed
it, and voila: I've got parallel cull, draw and gpu while updating the
stuff in an operation thread, without crashes.
So basically I need to reformulate the question: Can we use the update
operations to induce more parallelism?
P.S. While your approach might not fit anyone's need, is there some code
for an example which might be shared with the community? My biggest
concern with OSG right now is performance, or the fact that performance
loss is obfuscated.
Cheers
Sebastian
> Hi Sebastian,
>
> You may be interested in this topic, where I discuss some workarounds to setting objects to DYNAMIC: http://forum.openscenegraph.org/viewtopic.php?t=14849
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=65408#65408
>
>
>
>
>
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