Hi Robert, I finally figured out the issue I was having. I was passing in --no-mip-mapping to osgdem to compensate for the ATI compressed textures issue that existed before their drivers got updated. Removing the --no-mip-mapping argument caused the performance to be great on the machine. I still have to disable VBO on the system to avoid crashing, but other than that, things are looking really good using --terrain.
Thanks again for all your help, I don't know how I would get anything done without it:) Jason On Thu, Aug 21, 2008 at 11:29 AM, Robert Osfield <[EMAIL PROTECTED]>wrote: > Hi Jason, > > It would be worth bringing up the viewer stats to look at the update, > cull, draw dispatch times. My expectation is that its draw dispatch > is stalling due to the graphics driver, but it would still be worth > checking. > > Another thing you could try would be to rebuild a osg --terrain > database, but limiting the image resolution per tile to something like > 64x64. You can do this adding --tile-image-size 64 to the command > line. The default size is 256x256 image size, a 64x64 terrain size. > > Robert. > > On Thu, Aug 21, 2008 at 3:57 PM, Jason Beverage <[EMAIL PROTECTED]> > wrote: > > Hi Robert, > > > > I noticed that anisotropy setting as well and tried commenting it out and > it > > didn't have any affect. Still large hiccups when downloading textures > using > > --terrain. Looking at the memory usage of my app in the Intel driver's > > control panel says that it has a max of 128 mb of memory, which should be > > enough. Both osgdem options (--terrian and not) keep the "used graphics > > memory" at about 126mb. > > > > Right now, it just seems that the card might not be up to the challenge. > > I'm going to try updating the drivers on the machine and see if that > helps > > at all. I think I may just have to revert back to using regular old > osgdem > > with no --terrain option for now. > > > > Thanks! > > > > Jason > > > > On Thu, Aug 21, 2008 at 4:25 AM, Robert Osfield < > [EMAIL PROTECTED]> > > wrote: > >> > >> Hi Jason, > >> > >> It does sounds like you are hitting problems with texture download. > >> When using osgTerrain the texturing should be the same as when using > >> just osg::Geometry/osg::StateSet based paged databases. The only > >> difference I can spot would be the setting of anisotropic filtering on > >> the textures, perhaps the Intel hardware is having problems with this. > >> To test this possibility out, comment out the following line of > >> src/osgTerrain/GeometryTechnique.cpp (line 690 in OSG-2.6/svntrunk): > >> > >> texture2D->setMaxAnisotropy(16.0f); > >> > >> It'd also be worth checking how texture memory you have available. > >> > >> Robert. > >> > >> > >> On Wed, Aug 20, 2008 at 10:28 PM, Jason Beverage > >> <[EMAIL PROTECTED]> wrote: > >> > Hi all, > >> > > >> > More integrated graphics woes for me today. I'm working with an Intel > >> > 945GM > >> > graphics card and trying to load a terrain database generated with > >> > --terrain. Robert, your suggestion of disabling VBO programatically > >> > worked > >> > great for getting the machine to stop crashing. For some reason, the > >> > machine only crashes if I loaded in some polygonal feature data as > well > >> > as > >> > the terrain database unless I disable VBO. > >> > > >> > The issue I'm facing now is that the performance of the terrain > database > >> > is > >> > terrible on this machine. A database generated without the --terrain > >> > option > >> > works really well, but takes a long time to build. > >> > > >> > When I move around in my application or in osgviewer, I get huge frame > >> > hiccups (up to 2 seconds sometimes) when tiles are being paged in. > The > >> > interesting thing is that this only happens if I have texturing turned > >> > on. > >> > If I hit 't' in osgviewer to disable texturing, tiles come in just > fine. > >> > I've also noticed that if I turn texturing off for just the high > >> > resolution > >> > ortho imagery on my database (layer 0) but leave on my lower > resolution > >> > map > >> > (layer 1) that thigns run smoothly. > >> > > >> > I've tried reducing the sample ratio as Robert has suggested using an > >> > osgTerrain::Terrain decorator as well, and this doesn't help the > hiccups > >> > as > >> > they seem to be related to the textures. > >> > > >> > I suspected that I was maybe hitting a texture memory limit, but I > don't > >> > understand why a database generated without the --terrain option would > >> > work > >> > well since they should be using the same imagery for the tiles. > >> > > >> > Does anyone have any more suggestions to try to get this amazing > >> > graphics > >> > card chugging along?:) > >> > > >> > Thanks for everyones help on this, > >> > > >> > Jason > >> > > >> > _______________________________________________ > >> > osg-users mailing list > >> > [email protected] > >> > > >> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > >> > > >> _______________________________________________ > >> osg-users mailing list > >> [email protected] > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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