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
> >> >
> >> >
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> >
> >
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> >
> >
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