Hi,

I modified DatabasePager.cpp to avoid recompilation of the already compiled
drawables and textures. Once I've finished cleaning the file, I'll send it
to submission.

For StateSet sharing, I don't use the SharedStateManager because it process
the loaded database after its compilation and it is done in the main thread.
The SharedStateManager also performs linear searches to retrieve shared textures.



Robert Osfield wrote:
Hi Tim,

Fedora, 3 Ghz dual processor P4, 8800 GTS. I don't have any I/O worries about 
the
machine; other OSG sample programs and databases run fine.

A pretty reasonable machine and OS so its not one would suspect
general problems with compiling display lists etc.

Another thing you could try is to enable compile contexts.  Have a
look at osgviewer.cpp to see how it switches it one when you use the
--cc option.

As a general note, the DatabasePager is designed to try and maintain
constant framerates and does so by balance how much data is
compiled/deleted on each frame - you've already played with the
various parameters so will have a bit of grasp of this already.  I
wrote DatabasePager and do testing and optimizing on it with the data
I can get my hands on - most of which is data generated by
osgdem/VirtualPlanetBuilder.  These databases are pretty regular, and
specifically designed with paging in mind so most probably won't be
stressing the DatabasePager in the same way that your own datasets.

Since my the types of data I have access is a not as wide ranging as
the types of data and machines/OS as the community at large can test
against I have to rely upon members of the community to pitch in with
helping characterise issues and with the optimization of paging
support. So I'm open to suggestions on improvements.

Robert.
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