Hi again Robert

After a bit more digging i think I have discovered that the glGetTexImage is
actually coming form QuickTime. Here is a small chunk of a sample I did of
the process running with no render to textures etc

          808 0x16bb8241
            808 APWVDOUSBVDCDigitizerEntry
              808 APWVDOUSBVDCDigitizerEntry
                808 APWVDOUSBVDCDigitizerEntry
                  808 APWVDOUSBVDCDigitizerEntry
                    807 APWVDOUSBVDCDigitizerEntry
                      566 glGetTexImage
                        566 gloGetCGLDispatch
                          563 glGetTexImage_Exec
                            563 gleUploadPluginTextureLevel
                              563 gldGetTextureLevel
                                563 gldAllocVertexBuffer
                                  558 IOConnectCallMethod
                                    558 io_connect_method
                                      541 mach_msg
                                        541 mach_msg_trap
                                          541 mach_msg_trap

Digitizer has something to do with QuickTime I think, unless you or anyone
elses knows otherwise? if this is the case at least I can narrow my search
down to the capture code (none OSG)

The reason I was finding this all so strange is that another app I wrote
(EdDidIt) and ported between windows and Mac behaved almost identically.

Cheers
Tom

2009/6/23 Thomas Hogarth <[email protected]>

> Hi Robert
>
> I'm busy now ensuring no render to texture cameras are in use. I'm 95% sure
> but don't want to send anyone on a wild goose chases (as there were some I
> disabled before my tests)
>
> Also using glView  it tells me it supports gl_ext_framebuffer_object, which
> I think is correct for FBO support?
>
> Thanks for any advise you can give and I will give you a confirmation on
> the render to texture cams tomorrow (I assume that attaching a texture is
> the same as attaching an image?)
>
> Tom
>
> 2009/6/23 Robert Osfield <[email protected]>
>
> Hi Tom,
>>
>> Are you assign at osg::Image to a render to texture camera?
>>
>> Does the system support FBOs?
>>
>> Robert.
>>
>> On Tue, Jun 23, 2009 at 2:51 PM, Thomas
>> Hogarth<[email protected]> wrote:
>> > Hi guys
>> >
>> > I have a vague question for you. I'm developing some software using OSG
>> on
>> > windows and Mac. It's an augmented reality application using ARToolkit.
>> It
>> > was originally made for windows (on which the performance is excellent)
>> and
>> > was recently ported to Mac. The code is exactly the same with the
>> exception
>> > of the camera capture code.
>> >
>> > My problem is, is that performance on OS X is terrible compared to
>> windows
>> > and I'm trying to track down why. Using the openGL profiler that comes
>> with
>> > xcode I have spotted that the app is spending around 40% of its OpenGL
>> time
>> > in glGetTexImage. the thing is, is that to my knowledge I am not calling
>> > this function. the only place i can find it in OSG is in
>> > Image::readImageFromCurrentTexture. Does any one know why this might be
>> > getting called (render to texture etc) and what I can do to improve the
>> > performance?
>> >
>> > Thanks in advance
>> > Tom
>> >
>> > _______________________________________________
>> > osg-users mailing list
>> > [email protected]
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>>
>
>
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