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If '''Cull''' stage is large the scene hierarchy is too complex and needs to be optimized - spatial optimization, flatten static hierarchies, ... | If '''Cull''' stage is large the scene hierarchy is too complex and needs to be optimized - spatial optimization, flatten static hierarchies, ... | ||
'''Cull''' times can be improved by splitting the Cull operations over concurrent threads. In the case of Flightgear you can do this by using the following command-line parameter: | |||
<code>--prop:/sim/rendering/multithreading-mode=CullThreadPerCameraDrawThreadPerContext</code> | |||
If '''Draw''' stage is large then you need to determine if you are geometry (drawable or vertex) or pixel limited. If you grab the window corner and shrink/expand it's size | If '''Draw''' stage is large then you need to determine if you are geometry (drawable or vertex) or pixel limited. If you grab the window corner and shrink/expand it's size |
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