Hi,
are you creating a new image every time using osgDB::readImageFile? If
so, then you might be just plain running out of memory if you are not
destroying old images.
You can destroy the images manually or also search
setUnRefImageDataAfterApply in texture classes.
I'm not sure how one reads data into the same image with
osgDB::readImageFile.
jp
Francesco Argese wrote:
The bottleneck is still your disk I/O bandwidth and if that isn't
fast enough you're still out of luck.
Yes, the bottleneck is certainly I/O bandwidth: in fact the
application doesn't block until It work totally in ram. When RAM is
full the paging file (on the hard disk) begin to grow and the
application go slow and crush.
Still: the resolution you mentioned (1440x1050) requires ~108 MB/s
for 8-bit RGB @ 25 fps (and over 140 MB/s for 10-bit or RGBA). You
need a few drives to do that...
What do you mean with "You need a few drives to do that..."? That the
majority of hard drives support a flow like that?
I think so but probably the problem could be the loading process of
images and I hope that it could be resolved using other techniques
(probably customizing implementation of osgDB::readImageFile?
probably with ramdisk?). Is it possible or am i wrong?
What is the path (in terms of memory) that images follow before to be
displayed at video?
At the moment i'm already trying using quicktime (inserting images in
a .mov) while, as regards ive, there could it be a problem of size
because i have a lot of images to display.
Thanks all for the useful answers Francesco Argese
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