Hi Jason,

Good to hear you've tracked down the problem.  W.r.t the crash, I
think we need to start drawing up extension disable lists for
different hardware/drivers profiles, and have some formal system for
it so we can better cope with hardware claming to support
extensions/OGL features but failing.  This is topic for a separate
thread.

Robert,

On Thu, Aug 21, 2008 at 7:58 PM, Jason Beverage <[EMAIL PROTECTED]> wrote:
> 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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