Hi all,
I have some progress to report on this, yay :)
I did not get a reply after I sent the email to [EMAIL PROTECTED],
so yesterday I posted the same info to the nvnews forum.
http://www.nvnews.net/vbulletin/showthread.php?p=1856407
I received a reply within 24 hours, see below:
----8<----
jamesjones
NVIDIA Corporation
FBO's are a limited resource. Do you really need hundreds of FBO's or do
you just need to render to 100's of textures/renderbuffers? If the
latter, change your FBO's textures rather than creating so many FBO's.
There is a slight performance penalty for changing FBO bindings, but it
shouldn't be too bad.
If you really need an unbounded number of FBO's, that's not gonna work.
We can modify the limit, but you'd have to give us a good reason to.
The X errors, however, are a bug. That should be fixed in r180. The only
side effect of creating too many FBO's should be a GL_OUT_OF_MEMORY
error and bad framebuffer status.
----8<----
I believe the first point is quite valid and one can try to limit the
number of FBOs created. Doing the rebinding might be a bit challenging
using current OSG, but maybe we can streamline the process. I can look
at this, but any help and ideas are welcome. Does anyone know if OSGPPU
supports the rebinding in an easy to use way? Art?
I understand that an unbounded number might not be possible, but I'd
like an app that works on Windows to also work on Linux, so I'd like the
limit to at least be the same. Anyone have any other reasons I can put
forward?
I'm going to try r180 asap and will report any changes.
regards
jp
J.P. Delport wrote:
Hi all,
I've sent a bug report regarding the FBO problems under Linux to
[EMAIL PROTECTED]
Will report back if I hear anything. I am not yet registered with NVidia
so could not use the web form, but I hope the email will get somewhere.
jp
-------- Original Message --------
Subject: Unable to create many (>300) FBOs under Linux
Date: Tue, 18 Nov 2008 15:43:11 +0200
From: J.P. Delport <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Good day,
we are trying to implement an image processing application using OpenGL
and OpenSceneGraph. Recenly one of our algorithms that require many FBOs
failed to run under Linux. The same code works fine under Windows.
I have attached a simple example that recreates the same errors on both
a Laptop with a GeForce Go 7400 and a desktop machine with a GTX280.
See the fbo_test.tgz file. The readme explains how to compile and run
the test application.
The errors from the two machines are in fbo_test_Go7400.txt and
fbo_test_GTX280.txt.
The nvidia-bug-report from the two machines are also attached.
The application was modified from a same problem report on the forums,
see here:
http://www.nvnews.net/vbulletin/showthread.php?t=88178
The issue has also been discussed on the OpenSceneGraph mailing list in
the following threads:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35229/
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35411/
The osgmemorytest example was run by quite a few people and displayed
similar problems on a variety of Linux/NVidia machines. The
osgmemorytest example also manages to kill the X server on occasion.
A typical error report from osgmemorytest:
osgmemorytest --window --fbo 512 512 -g 300
iteration 0
Got an X11ErrorHandling call display=0x80c3418 event=0xbfe574d0
BadAlloc (insufficient resources for operation)
Major opcode: 143
Minor opcode: 27
Error code: 11
Request serial: 2848
Current serial: 2849
ResourceID: 48234499
Got an X11ErrorHandling call display=0x80c3418 event=0xbfe57530
BadDrawable (invalid Pixmap or Window parameter)
Major opcode: 145
Minor opcode: 4
Error code: 9
Request serial: 2849
Current serial: 2849
ResourceID: 48234499
Warning: detected OpenGL error 'out of memory' after applying attribute
FrameBufferObject 0x80aa470
Any information regarding this problem would be welcomed. Also please
contact me if further information is required.
regards
J.P. Delport
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