[vtkusers] vtkActor rendering time
David E DeMarle
dave.demarle at kitware.com
Fri Dec 18 10:34:55 EST 2009
Speed is relative. 10 seconds could be very slow or very fast, it
depends on the data that is being rendered. How many points are there,
how many polygons? How have you set up the scene? Give more details
and people may evaluate if their is a problem and what you might do to
improve upon it.
Each actor adds overhead. The overhead is a necessary part of giving
fine grained control over all aspects of the appearance. If you have a
lot of things but do not need to to control them independently, append
them together in the pipeline and render them en masse with one actor.
See vtkAppendPolyData, and the Glyph filters for example of the
general technique.
David E DeMarle
Kitware, Inc.
R&D Engineer
28 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-371-3971 x109
On Fri, Dec 18, 2009 at 4:25 AM, Broggi, Pomme
<pomme.broggi at capgemini.com> wrote:
> Hello,
>
> I have created my own octree, if I show my ground using one actor,
> between starting of rendering loop and first render of my ground actor, 10
> s are needed. If I use 16 actors to display the same ground (128/128), and
> I show all parts at the same time, 60 s are needed.
> What happens, why the first render is so slow, why is it so more slow to
> display 16 smalls actors than 1 big actor?
>
> Objects used to create vtk actors are :
>
> vtkPoints * pPoints = vtkPoints::New(); //Liste des points du maillage
>
> vtkPolyData * pPolyData = vtkPolyData::New(); // Objet comprenant les
> points, les cellules, et les donnees (valeurs profondeur) de notre maillage
>
> vtkPolyDataMapper * pMapper= vtkPolyDataMapper::New( );
>
> vtkCellArray * pCells = vtkCellArray::New(); //Liste des cellules qui vont
> constituer notre maillage
>
> vtkFloatArray * pScalars = vtkFloatArray::New(); // Liste des valeurs de la
> profondeurs (sert pour la color map)
>
>
>
> Thanks for your answer.
>
> Pômme
>
>
>
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