[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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