Hello Marc,
Marc Hofmann wrote:
> we are using OpenSG 1.8 for our VR application. Now I'm extending our
> application to load geometries and textures dynamically in a second
> thread. I'm loading many 3D-Objects with large textures and it works
> fine, but I have some performance issues. I think I have two problems.
>
> Sometimes the second thread slows the rendering thread down (second
> thread does nothing besides increment a number, no sync between
> threads), as a consequence the frame rate of the application drops down.
> Is it possible to change the priority of an OpenSG-created thread?
no, unless I'm missing something you can't do that with OpenSG threads.
You could use another API and then use OpenSG's ExternalThread to make
it aware of those threads (check the list archives for ExternalThread
for details).
> Secondly the execution time of the synchronization between the threads
> (getChangeList()->applyAndClear()) is longer than normal (up to 0.5s).
hm, that looks quite strange. You are saying "longer than normal", what
are you doing normally and how is this case where you see the delays
different?
> First I thought it depends only on size of the change list, but even for
> small 3D objects the synchronization takes too long. How can I speed up
> the execution of getChangeList()->applyAndClear()? Is it possible to
> merge only a few changes between the 2 threads, so that the frame rate
> stays constant?
are you sure it is the synchronization that causes the delay (it should
not take that long unless you have huge changelists), or could it be
something different (texture upload and display list creation come to mind).
> I can provide a minimal example if necessary.
That would be helpful, specifically the long sync times are strange.
Cheers,
Carsten
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