HI Alex,

On Mon, Nov 29, 2010 at 11:09 AM, Alexander Irion
<[email protected]> wrote:
> It's clear that a glFinish is not good for reaching the ultimate framerate. 
> But if the target is to have real smooth animations without jerks, then it is 
> helpful.

I can't say I agree.  A properly load balanced rendered system with
perform better with glFinish than with it as the asynchronous nature
of the OpenGL fifo is the key to an efficient system.

>For my test case I liked it better to have constant 30FPS all the time, 
>instead of sometimes having 60 and sometimes 30.

If you want to lock to 30hz then glFinish() is not the tool for the
job, rather gate your application frame directly to 30hz, and not use
glFinish at all.

> Using the incremental compile operations was very helpful for me, but without 
> this tweaks they would not have worked on my system, where texture uploads 
> are very crucial to break the target frame rate.
>
> Clearly, it's the matter of taste what someone wants, but I would liked to 
> have the option for additional glFinish() calls.

This isn't a matter of taste.  It's about making a well balanced
system.  Tim's suggesting of further refining time estimates based on
GPU stats is helpful in this regard.  glFinish() is just a band aid
that make it look like you've solved a problem, but it really hasn't,
isn't just masked it.

Robert.

Robert.
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