Allen,

Thanks very much! I had seen traffic about the database pager, but I  
thought it was an alternate way to load terrain data (more of a lower  
level "hands-on" approach). This tells me I glossed over the wrong  
material ;-)

Although new to OSG, I am most certainly not new to software  
engineering, nor how to do 3D graphics. I realize it is my own pride  
that makes me feel patronized at times. This is not the first time I  
have farted at the dinner table so to speak. I need to be better about  
communicating that when I ask a vague question, I actually _am_  
looking for a vague answer that just points me towards where I should  
be focusing my attention.

Richard


On Jan 25, 2008, at 11:14 PM, Danklefsen, Allen M wrote:

> I sent you a personal email Richard with a few suggestions.
>
> What I believe Richard was getting at, is there any global settings  
> that should be made to the system. What I instantly thought of was  
> this :
>
>
>
> osgDB::DatabasePager* pPager =
>
> osgDB::Registry::instance()->getOrCreateDatabasePager();
>
> pPager->setDoPreCompile(mPaging_Precompile);
>
> osgDB::ReaderWriter::Options* options = new  
> osgDB::ReaderWriter::Options;
>
> options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);
>
> osgDB::Registry::instance()->setOptions(options);
>
> //pPager->setTargetFrameRate(mPaging_Frame_Rate_Targeted);
>
> //pPager->setExpiryDelay(mPaging_ExpiringDelay);
>
> pPager- 
> >setMaximumNumOfObjectsToCompilePerFrame(mMaximumObjectsToCompile);
>
> //pPager- 
> > 
> setThreadPriorityDuringFrame 
> (OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH);
>
> //pPager- 
> > 
> setThreadPriorityOutwithFrame 
> (OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH);
>
>
> Partially off topic, I did not feel like the osg training sessions I  
> received were beneficial; as I already came from Opengl course /  
> directx course backgrounds.
>
> ________________________________
>
> From: [EMAIL PROTECTED] on behalf of  
> Richard S. Wright Jr.
> Sent: Fri 1/25/2008 5:03 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Terrain (.osga) optimization tips
>
>
>
> Ok, before we get anymore bad blood here let me just say I did not
> frame my original question properly, which has lead to a
> misunderstanding and elevated blood pressures. I basically got my
> answer (and then some), but I did not mean to cause a goading war.
>
> Richard
>
> On Jan 25, 2008, at 4:38 PM, Robert Osfield wrote:
>
>> Hi Richard,
>>
>> You shouldn't have to do any performance tuning with VPB dataset,  
>> they
>> are supposed to built well balanced in the first place.  If there  
>> is a
>> problem then its not a general problem but something very specific
>> about your system and the way you've set things up - from the little
>> stats its clearly a hardware/driver issue particular to your system
>> OS.  Its utterly pointless talking about giving you a full lesson in
>> the general topic of paging when there is something really specific
>> wrong with your setup, something I'm completely not partial to.  I am
>> human not omnipotent.
>>
>> As for complexity, hell yes, real-time computer graphics is hard,
>> multi-threading is hard, the OSG strives to make it easy, but in the
>> end its a big big hard topic.  Its takes years to master, and yes
>> taking courses really does help, you shouldn't expect others to teach
>> you everything you need to know.
>>
>> If I ask a question of what's happening at your its because it needs
>> there is NO way I can answer you question without more information.
>> If I have to ask extra questions its because you have failed to
>> provide the info in the first place, I don't ask questions for the  
>> fun
>> of it and a way of avoiding answering a question, I try to get the
>> point as quickly as possible to avoid wasting mine and your time.
>>
>> Perhaps I should just totally ignore posts that don't provide enough
>> info to answer sensible?  Why should I waste my time if people don't
>> care to invest their own time in asking sensible questions.
>>
>> Robert.
>>
>> On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
>> <[EMAIL PROTECTED]> wrote:
>>> "lots of in depth best practice advice"?
>>>
>>> I didn't realize it was that complicated a question, I'm sorry. If
>>> someone asked for some general performance tips for using OpenGL, I
>>> could probably spout off about 10 or so cold. I didn't realize OSG
>>> was
>>> so complicated that you needed a training class. I just wanted to
>>> know
>>> if the way I was loading the terrain was typical or not, and if not
>>> how other people are doing it. My 'clue' that my approach was  
>>> perhaps
>>> naive was that I thought the performance could be better, and I  
>>> might
>>> have overlooked something obvious. I apologize if my first message
>>> was
>>> unclear, I'm not trying to focus on the performance per-se, I  
>>> realize
>>> no one can do performance tuning via e-mail.
>>>
>>> This is how everyone load's terrain in OSG. The lower rez terrains
>>> render quite fast, and for higher rez terrains is might be slow on
>>> some systems. Specific performance tuning is something of a black
>>> art.
>>> I did not miss anything obvious, that's just the way it is. I can
>>> accept that as an answer.
>>>
>>> Richard
>>>
>>>
>>> On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:
>>>
>>>> Hi Richard,
>>>>
>>>> I'm afraid you're best to go to a training course if want lots of  
>>>> in
>>>> depth best practice advice.
>>>>
>>>> As for why things are going slow, well the high draw time is great
>>>> place to start, sounds very much likely a driver the OpenGL badly
>>>> optimized for the type of data the OSG is throwing at it.
>>>>
>>>> If you have another machine/OS available try the same data there.
>>>>
>>>> Robert.
>>>>
>>>> On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
>>>> <[EMAIL PROTECTED]> wrote:
>>>>> Robert,
>>>>>
>>>>> I didn't give all those details because I'm looking for more of a
>>>>> "best practices" type of advice. Just loading the terrain "just
>>>>> works", but is this the typical usage scenario for most users?  
>>>>> What
>>>>> are some of the common ways to speed up a terrain database created
>>>>> with osgdem in this way? When I created the database with  
>>>>> osgdem, I
>>>>> made it to level 10.
>>>>>
>>>>> My specific case is just terrain and imagery. It's made from a ten
>>>>> meter DEM of the island of Oahu. The osga file is just shy of a
>>>>> gig.
>>>>> I'm "not-impressed" with performance because from looking at what
>>>>> is
>>>>> on screen, I've seen way better performance from my hardware
>>>>> (MacBook
>>>>> Pro w/ATI x1600 & a Mac Pro w/ATI 2400). The window is small and
>>>>> not
>>>>> fill limited.
>>>>>
>>>>> Basically, I'm not looking for a detailed analysis of my  
>>>>> particular
>>>>> situation, but wanted to know if there is something obvious that
>>>>> everyone else knows about for loading these types of files that I
>>>>> had
>>>>> missed.
>>>>>
>>>>> Bringing it into the Cocoa viewer, I get 1.03fps from an elevated
>>>>> view
>>>>> looking down on the Island. Timeing stats are:
>>>>>
>>>>> Event:  0.02
>>>>> Update: 0.04
>>>>> Cull: 0.41
>>>>> Draw: 932.81
>>>>>
>>>>> So... doing the math, looks like rendering is taking a pretty long
>>>>> time ;-)  I'm thinking there is some utility node or flag that  
>>>>> most
>>>>> people turn on that I have overlooked.
>>>>>
>>>>>
>>>>> Richard
>>>>>
>>>>>
>>>>> On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:
>>>>>
>>>>>> Hi Richard,
>>>>>>
>>>>>> Way too little information to be able to know what is up with
>>>>>> performance, so lets start with a few questions to get the
>>>>>> information
>>>>>> needed to guide you in the right direction:
>>>>>>
>>>>>> What platform are you working on?
>>>>>>
>>>>>> What hardware?
>>>>>>
>>>>>> Did you compile a release build?
>>>>>>
>>>>>> What performance did you get?
>>>>>>
>>>>>> What is the update, cull, draw, GPU stats like?
>>>>>>
>>>>>> How big is the database?  Is it terrain, imagery, terrain 
>>>>>> +imagery?
>>>>>> Other cultral data in there???
>>>>>>
>>>>>> Robert.
>>>>>>
>>>>>> On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
>>>>>> <[EMAIL PROTECTED]> wrote:
>>>>>>>
>>>>>>>
>>>>>>> I'm loading a terrain set created with osgdem (.osga) via
>>>>>>> something
>>>>>>> like
>>>>>>> this:
>>>>>>>
>>>>>>>
>>>>>>> pTerrain = osgDB::readNodeFile("oahu-10.osga");
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Easy as pie. However, for a really dense terrain, the  
>>>>>>> performance
>>>>>>> is a bit
>>>>>>> lack-luster. I wonder if everybody knows a trick that I haven't
>>>>>>> discovered
>>>>>>> yet for speeding this up a bit. Some standard "optimization"  
>>>>>>> node
>>>>>>> configuration or setting that a newbie might have missed that  
>>>>>>> can
>>>>>>> make a big
>>>>>>> difference.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Richard
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> osg-users mailing list
>>>>>>> osg-users@lists.openscenegraph.org
>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>>>
>>>>>>>
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>>>>>
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