Hi Wojtek,

I took a look at the apply method and I think an improvement would be to do
the shader "fusion" on a text level and then work with the standard osg
constructs. It is on my list for this week so I will post the results


-Nick


On Mon, Feb 15, 2010 at 12:34 PM, Wojciech Lewandowski <
[email protected]> wrote:

>  Hi Nick,
>
> I am curious whether this slowdown is due to CPU work (scanning shader maps
> and selecting used ones) or GPU work (shaders are recompiled or linked too
> often). Do you have any profiling data to share ?
>
> I do expect some performance degredation while using it vs standard
> osg::program. Thats related to active shader selection process in
> Virtual::Program apply. I expect this could become nasty when one uses a lot
> of virtual programs with many shader changing frequently.
>
> Lets say that VirtualProgram in current candidate release was mainly
> intended as working functional prototype. I expected that implementing this
> functionality in target osg version would also require some modifications
> and optimizations to program state handling and few modifications to speed
> it up by caching last used set of shaders and programs.
>
> Cheers,
> Wojtek
>
> ----- Original Message -----
>
> *From:* Trajce Nikolov <[email protected]>
> *To:* OpenSceneGraph Users <[email protected]>
> *Sent:* Friday, February 12, 2010 10:30 AM
> *Subject:* [osg-users] osgCandidate::VirtualProgram performance
>
> Hi,
>
> I am using this in my app and facing really performance problems. When I
> replace it with osg::Program and Shaders, it is a huge difference. Like from
> 30Hz to 100Hz. Any ideas why it is so slow ?
>
>
> -Nick
>
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