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 ;) ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users