[osg-users] Maximizing rendering throughput

Robert Osfield robert.osfield at gmail.com
Fri Oct 23 01:55:48 PDT 2015


Hi Sebastian,

On 22 October 2015 at 19:54, Sebastian Messerschmidt <
sebastian.messerschmidt at gmx.de> wrote:


> So basically I need to reformulate the question: Can we use the update
> operations to induce more parallelism?
>

The update operation runs as part of the update traversal so is really just
an alternative to update callbacks placed in the scene graph.  You could
possible merge in data created by a background thread in an update
operation or update callback, but this is the glue to help other background
stuff work rather than creating an 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.
>

There are many different ways to optimize scene graphs for better
performance, but to optimize you first need to know what the bottlenecks
are.

Without knowing more specifics about the nature of your scene graph, the
performance characteristics you are getting there isn't much we can do to
help.  My expectation is that the performance problems aren't simply an
issue of DYNAMIC/STATIC and DrawThreadPerContext usage, my expectation is
that this is only an issue because other parts of the scene graph are
poorly optimized.

Robert.
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