Hello Victor,

On Tue, Feb 16, 2021 at 4:33 PM Victor Haefner <victor.haef...@gmail.com>
wrote:

> I use libav and OpenAL, but this should not matter as I decode everything
> in a thread..
> There I also write the frame data into OSG Images and store them for
> later..
>
> When I reach a certain frame I set the OSG Image to a texture chunk, and
> my draw time goes up drastically..
>

does the time go up only for the frame where the TextureChunk gets a new
Image or for all subsequent frames? Do you generate mipmaps for these
images? Is the texture configured to use (or not) mipmaps?
It could be the texture upload, but I think it might be worthwhile to do a
little profiling to determine what operation is causing the bottleneck.


> Is it possible to send and cache the images to the GPU to avoid the drop
> in fps?
>

Is your decoded video already in GPU memory? I think there was a way to
make use of textures that were not created by OpenSG itself, but perhaps
I'm just imagining that?

I would also be interested in displaying video in a distributed
> visualization environment, does OpenSG have infrastructure for that
> somewhere?
>

There is the "normal" distribution path via the ChangeList mechanism, but
that would copy the (decoded video) image data over the network for each
OpenSG cluster node. Not sure if that is what you'd want to happen here.

Cheers,
Carsten
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