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Cortona Renderer
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Subject:
Scene graph optimization
Sender:
Alexander Podshivalov
6.08.10 01:32
I have to programmatically generate VRML files with huge number of nodes (about 20000 in the future, now I make tests with 500-2000 nodes), each node uses a rather complex PROTO with several scripts running on startup.
The models generated are quite complex, but this is not the main problem - the graphics hardware used successfully renders them. The problem is that the startup time of Cortona 3D Plugin with the scene being loaded is very long - about 10-20 minutes when we have about 1000 nodes (in the root of the scene tree), but only 30-40 seconds with 500 nodes in the root. When I split the 1000 nodes into two groups of 500 nodes, the startup time reduces to about a minute.
I suppose that this is due to some implementation details of a scene graph tree in the renderer (I suppose the slowdown is due to memory reallocation when the nodes with numbers more than, e.g., 500 are loaded), so could I have a hint from Cortona developers about the optimal number of children nodes in the tree?
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Scene graph optimization
/
Alexander Podshivalov
/ 6.08.10 01:32
Re: Scene graph optimization
/ Alexander Podshivalov / 9.08.10 05:59
ffkfvBpmBC
/
frannyberry
/ 13.10.10 03:52
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