Hi Alex, On Mon, Nov 29, 2010 at 10:22 AM, Alexander Irion <[email protected]> wrote: > another question to the IncrementalCompileOperations: I did some local > adaptions in it to ensure a flawless constant frame rate on my system. > > 1. > > First is to take the estimated compile time into account, whether an object > can be compiled in this frame or not. Now, I saw that you began to add > something similiar, but it's not yet used as a criteria for the loop. Will > this be added?
Yes, I'll be adding the estimated time to compile into account. First I need to get a reliable time estimation, in my own tests the results have been rather surprising and not amenable to the straight forward time estimation model I've used in initial testing. > 2. > > Measuring the CPU time that is left for the current frame is good, but it's > useless if the GPU is behind the comands in the pipeline. To circumvent this, > I added a glFinish after each texture or drawable upload. Are you planning to > add something similiar for this? glFinish breaks the asynchronous facility provided by the OpenGL fifo, using it would lead to lower frame rates and increased likelihood of a frame break. I've thought about adding the option of doing a glFinish() in different parts of the frame, but it won't be the default a the OSG is primarily a tool for getting the best performance out of the hardware. Robert. _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
