Jim Helman (jimh++at++surreal)
Thu, 20 Oct 94 16:37:24 -0700
So 9000 tris ++at++ 8Hz sounds at least 2X too slow for most databases.
If you run perfly on it and bring up the gfx stats, you should be
able to see where the problem is. A few things to look for are:
1) Are you APP or CULL limited instead of DRAW limited? If CULL
limited, it's probably a database organization issue. The scene
graph should be organized spatially with 5-50 tris per geoset (or
more if you don't mind slower intersection testing).
2) If you make the window smaller, do you run faster? If so, you
are probably pixel fill limited and need to reduce depth
complexity or by more RMs.
3) Are you using triangle stripping where possible?
4) Does the number of texture and material changes seem
reasonable for the database that you are using? (We've seen
some pathological loaders which create multiple pfMaterials and
pfTextures for identical materials or textures).
As for why rendering rates remain the same even when objects
and the eyepoint aren't moving, Performer draws the whole scene
every frame unless you tell us to stop.
rgds,
-jim helman
jimh++at++surreal.asd.sgi.com
415/390-1151
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:50:36 PDT