Hello Hannah,
On 07/23/2012 12:27 PM, Hannah Carbonnier wrote:
> I wrote an application running in a CAVE cluster with head tracking. As
> my objects are not textured, everything works perfectly. But, once I
> added a texture, performance decreases dramatically and image judder.
> This problem does not appear when I launch my application with
> clusterserverx (found in tutorials) launched locally.
>
> Is it only because the textures are heavy to send by the network? Can I
> find a way to keep good performance while displaying my textures?
textures can be slow to send across a network, but that should only
happen once during startup. Are you modifying the textures/images each
frame? One thing to be careful about when targeting a cluster is using
the correct access functions edit*() vs. get*(). The edit*() versions
mark the underlying data as modified, which in a cluster means it needs
to be transmitted again. If that happens on the pixels of an Image
(which is used to back a texture) this can quickly become a large amount
of data that needs to be sent each frame.
In general textured models should not run slower in a cluster (after the
initial distribution) than those without textures [1].
Cheers,
Carsten
[1] well, that assumes the graphics card can cope ;)
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