Hi Kai,

The memory consumption you describe is odd for what you are doing,
which makes me wonder if the setup is not quite right.  Are all your
RTT camera's using FBO's and sharing the same graphics context as the
main window?

Robert.

On Thu, Jun 10, 2010 at 9:22 AM, Kai Xia <[email protected]> wrote:
> Hi,
>
> I currently do a car sim program, and I encount a problem about heigh memory 
> & CPU used when I add RTT camera:
> I want add 3 back mirrors to the car, so I create 3 relative camera to render 
> the scene to a texture, and use root->addChild(mirror_camera) to bind camera 
> to root node, these mirror camera render the same scene but with different 
> shader(which is more simple than main camera rendering), the struct of the 
> root is like this:
>                                root
>                         /                          \
>           mirror_camera0             group(complex shader)
>                     /                                   \
>    group(bind simple shader)          scene_node
>                 /
>         scene_node
> the scene is load from ive file which is about 10MB, when I render with no 
> mirror camera, the memory left is about 900MB( I read from windows 
> taskManager and the total memory of my computer is 2GB), and when I use 3 
> mirror cameras, the memory left is only about 80MB, and also high CPU used. 
> and My scene is very simple which only contained 2 textures and 80 Geometry, 
> with about 400,000 tri_strip, In my opinion the scene_node can be shadered 
> between diffferent sub cameras and main scene, is there anything wrong with 
> my approach?
>
> Thank you!
>
> Cheers,
> Kai
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28769#28769
>
>
>
>
>
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