"
We are using some particle effects pretty heavily, and we noticed (using
filemon) that the smoke image file is being read over and over again, many
times (perhaps once per frame). Is this possible? We are going to look into
that next. Maybe we can cache the single image (state set)?
"
I found a way to cache the images. The Registry in osgDB has the ability to
set options. It appears that _options is NULL by default, the options have a
CACHE_IMAGES flag to use along with others. This works against any code that
uses readImage(filename). There are others to explore too:
Does anyone have any experience with using these options? is there any others
that should or should not be used?
James Killian
----- Original Message -----
From: [EMAIL PROTECTED]
To: OpenSceneGraph Users
Sent: Wednesday, July 02, 2008 2:11 PM
Subject: Re: [osg-users] OSG thread profiling results are in!!
Hi Robert,
I got the stats handler working on our scene and displaying. I am not sure I
understand what the different numbers mean and how I might work with them. I
can see the optimization effort is a big deal. I know it is beyond the scope
of this group. Are there any resources out there to look at?
I have finished the work you had already mentioned, like using png rather
than bmp everywhere. We are also working on making sure our images are as
small as possible. We are also going to work on using LOD. Since we are in
space and most ships are far away, we are sure we can make a big jump there. I
used osgUtil::Optimizer and that game me a few more frames.
What are some other suggestions?
We are using some particle effects pretty heavily, and we noticed (using
filemon) that the smoke image file is being read over and over again, many
times (perhaps once per frame). Is this possible? We are going to look into
that next. Maybe we can cache the single image (state set)?
Thanks
-- Rick
On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:
On Sat, Jun 28, 2008 at 4:35 PM, James Killian
<[EMAIL PROTECTED]> wrote:
> The thread profiler does provide detailed information of every threaded
> activity at any given time. I just wish there was some way to present the
> information given that would be more meaningful to the group.
>
> What would be great is to have a big balanced scene that can put OSG
Viewer
> to the test in a way where it puts equal intense stress on update,
culling,
> and draw dispatch. What I'd hope to see is the draw dispatch be on a
> separate thread, where that thread showed mostly I/O activity, and the cpu
> activity on other threads.
The osgViewer::StatsHandler will display update, event, cull, draw
dispatch on all systems and draw GPU stats. The GPU stats require an
OpenGL extension that I've only seen Nvidia implement so far, so you
won't see this stats printed out on all systems.
Also record a camera path/game sequence that you can use for
benchmarking so that every run the app does the same thing, then
you'll be able to study the effects that changes you make have on
final performance. You'll also be able to study the above stats to
where the problems occur in your scene.
As a small note, the OSG in CullDrawThreadPerContext,
DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
graphics in a separate thread.
Robert.
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--
>> Rick
Check us out at http://fringe-online.com/
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