Hello Carsten,

yep, totally forgot about the mipmaps :D
I just set the texture to GL_LINEAR and I got 60 fps! (and still looks good
because its not a static texture on geometry)
Thanks a lot!

Yes, we are using changelists, but its quite some load on the network each
frame.. "works" for small resolutions, meh
The best solution I think would be an OpenSG Video Node, and just sync the
frame ID, I'll try maybe when I'm on vacation ;)

best regards,
Victor


On Tue, Feb 16, 2021 at 10:49 PM Carsten Neumann <
carsten.p.neum...@gmail.com> wrote:

> 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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