On Aug 2, 2010, at 5:40 AM, Dirk Reiners wrote:

> 
>       Hi Patrick,
> 
> On 07/30/2010 05:45 PM, Carsten Neumann wrote:
>> 
>> hm, can you run your application through a GL debugger to get OpenGL call 
>> logs
>> for the cases with and without active GrabForeground?
>> Perhaps diff'ing them reveals something useful to go by.
>> One other question, are you changing the value of Window::sfDrawMode_, i.e. 
>> are
>> you using the parallel drawer or the default sequential drawer?
> 
> That would be the interesting question... Some objects disappearing could be 
> a 
> timing issue, in which one thread steals the context from the draw thread. Do 
> you have a way to run things sequentially?

As far as I can tell, the other threads are idle while this capture operation 
happens--or at least that's what our profiling tool says. It only gives us 
profiling information about what we mark to be collected, so it is possible 
that there is other code executing that is not being profiled. However, the 
only other thing that might be doing any OpenSG work is the background loader, 
and we have extensive performance tracking there. The last thing reported from 
it is many frames before the capture occurs.

I am making the OSG::Window::render() call in the main frame loop, and the 
profiler confirms that there is a drop in rendering performance while that 
extra render happens. I added an OSG::commitChanges() call just before the 
OSG::Window::render() call, but that hasn't made a difference.

I forgot to mention that this is with OpenSG 2 code that is circa October 2009. 
I don't know if there have been any bug fixes applied since then that would 
relate to this, but given the simplicity of OSG::GrabForeground, it seems like 
something that would not require a lot of maintenance. I have a feeling that I 
have done something incorrectly in setting up the scene to be captured, but I 
cannot identify what it might be.

 -Patrick


--
Patrick L. Hartling
Senior Software Engineer, Priority 5
http://www.priority5.com/

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