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*To:* OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org
*Sent:* Wednesday, July 02, 2008 2:11 PM
*Subject:* Re: [osg-users] OSG thread profiling results are in!!
Hi Robert,
I got the stats handler working on our scene and displaying. I am
not sure I understand what
-users] OSG thread profiling results are in!!
You are sending in code again. ;)
-Paul
James Killian wrote:
We are using some particle effects pretty heavily, and we noticed (using
filemon) that the smoke image file is being read over and over again,
many times (perhaps once per
Hi Robert,
I got the stats handler working on our scene and displaying. I am not sure
I understand what the different numbers mean and how I might work with
them. I can see the optimization effort is a big deal. I know it is beyond
the scope of this group. Are there any resources out there to
Hi James,
I've read your emails but I'm afraid the stats mean absolutely nothing
do me. One will really need to be find out what parts of the OSG i.e.
what function calls are the current bottleneck.
As general note, performance optimization with scene graphs as almost
always an issue of
Thanks Robert,
(James and I are working on this together. He has decided to focus his
attentions on understanding OpenSceneGraph and optimizing where he can,
where most of the client game code dealing with the scene graph is mine). I
was planning on asking some of these questions eventually
Hi Rick,
Sharing state is essential to good performance, and even more critical
when you start approaching memory limits. You'll need to share
osg::Texture(s) rather than just osg::Image(s) to get the benefit.
Sharing complete osg::StateSet is the most efficient, for cull, draw
dispatch into the
:22 AM
Subject: Re: [osg-users] OSG thread profiling results are in!!
Hi James,
I've read your emails but I'm afraid the stats mean absolutely nothing
do me. One will really need to be find out what parts of the OSG i.e.
what function calls are the current bottleneck.
As general note
On Sat, Jun 28, 2008 at 4:35 PM, James Killian
[EMAIL PROTECTED] wrote:
The thread profiler does provide detailed information of every threaded
activity at any given time. I just wish there was some way to present the
information given that would be more meaningful to the group.
What would
Here are some interesting profile results from the threaded profiler.
First here is the ground work:
OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). The
actual client code tested that pushes some stress on osg is our game which
anyone can download here
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