You are sending in code again. ;)
-Paul
James Killian wrote:
"
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] <mailto:[EMAIL PROTECTED]>
*To:* OpenSceneGraph Users <mailto:osg-users@lists.openscenegraph.org>
*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] <mailto:[EMAIL PROTECTED]>> wrote:
On Sat, Jun 28, 2008 at 4:35 PM, James Killian
<[EMAIL PROTECTED] <mailto:[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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