Clipping, Occlusion Culling and Display Preference issues...

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akaydin

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Dec 18, 2009, 7:38:17 AM12/18/09
to realXtend
Hello Again,

I've just noticed that "Display" panel under "Preferences" does not
relate in any way with the Ogre rendering. Any set preferences do only
affect Second Life viewer like rendering(I mean the one you activate
with "shift+r"). In addition no occlusion culling or clipping is done
for Ogre rendering(or far clipping plane is indeed too far :D) which
greatly reduces performance. I have 2 test regions running on my
localserver at the moment with no more than 110.000 polygons(in both
regions - usually 20.000-40.000 visible at once) however I cant get
more than 7 fps at any time. With second life rendering activated(shift
+r) I get up to 50-60 fps though without any rex meshes rendered.

I've added level of detail(LOD) to all of my rex meshes but still my
fps in ogre rendering mode is crap :(.

I also have the latest viewer version.

Here are my specs:

Intel Core 2 Duo Processor(2.33 Ghz)
2 Gb Ram
Ati Radeon X1600 (256 Mb)

Anyway... Is there a way to change clipping distance and other
rendering(performance) parameters in any way without touching the code
of the viewer in its current state or do we actually need to alter the
code in anyway for it? In addition if we do need to alter the code
then can anyone at least direct me to the headers and cpp files which
are responsible for rendering? It is indeed too hard to locate
meaningful sections in the code as it is not documented :(.

Thanks again for all the effort you put into this project.

Best regards,

Ates Akaydin

Ali Kämäräinen

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Dec 18, 2009, 10:42:04 AM12/18/09
to real...@googlegroups.com
Hi there,

I don't think it's possible to change any of the renderer parameters from anywhere but from the source code. Try searching for files/classes with name something like OgreRender(er/ing).

Grey skies,
Ali

akaydin

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Dec 21, 2009, 9:23:51 AM12/21/09
to realXtend
Ok I've tried to determine what is the reason of this big fps drop
I've mentioned, and I found that even if I delete all of the existing
meshes, textures, scripts etc. on screen I still have 5-6 fps at most.
So it seems my problem has nothing to do with the ogre rendering
(although it still definitely need optimization) as I clearly remember
that I got 20-30 fps at least with my current setup with similar
meshes.

So I restored the databases for the previous state of my island with
mostly the same meshes(in fact more complex than the final version)
and I get 18-20 fps on average there. So what may be the reason of the
fps drop as I develop my island further(if the bottleneck is not
mesh,texture,script/thread complexity what can it be?)

I've checked the tables of RexObjects, Asset and OpenSim databases in
case there exists some rubbish primitives, assets etc and I have found
out that there exists many of those indeed. I mean prims, rex meshes,
textures, scripts I have added and deleted afterwards do all exist in
these databases. However the databases are so complex that it is quite
hard to seperate this rubbish and delete them without endangering
server stability.

But it wont make any sense still unless the RealXTend viewer is
attempting to stream the non-existing meshes on screen where it
shouldnt.

So I've started to believe that for some reason RealXTend viewer is
indeed trying to stream some of the non-existing assets and meshes
from the server. And though they are not rendered they are still
there. And this is probably causing the fps drop as my server gets
bulkier everytime I add/delete something.

Are there any known issues you've encountered similar to my problem?

Could you again help me if this is indeed the problem? Are there any
possible and cheap solutions other than rebuilding the entire island
from scratch?

Thanks again for your consideration.

Best Regards,

Ates Akaydin

On 18 Aralık, 17:42, Ali Kämäräinen <ali.kamarai...@realxtend.org>
wrote:

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