Ulrich Hertlein wrote:
> Hi Eduard,
> 
> On 28/09/10 6:08 , Eduard - Gabriel Munteanu wrote:
> 
> > I've been investigating an issue in Flightgear, an OSS flight sim using
> > OSG. We have lots of stutter, usually in multiplayer, caused by loading
> > new models (this happens whenever somebody join). Loading textures from
> > disk happens on another thread (via DatabasePager), but I traced the
> > issue to glTexImage2D() calls. So it's texture uploading to graphics
> > driver / card that's causing it. It's not uncommon to see delays of
> > 300ms for 500KiB - 1MiB textures.
> > 
> 
> Did you try to enable object pre-compiling on the DatabasePager thread via
> 'DatabasePager::setDoPreCompile(true)'?
> 
> /ulrich
> 
> 


Thanks for your reply and sorry for the delay, I've been a bit busy.

Yes, I tried setting precompiling on through both environment variables and 
code. It didn't help. :(

Here's some more information. I'm using OSG from SVN revision 11785 (quite 
recent) on a Linux system, although other 2.9.x releases I tried exhibit the 
same problem. I use the latest Catalyst drivers for my graphics card.

My hunch is somehow the card/driver doesn't like the pixel format in those 
textures and it's doing some internal conversions (e.g. RGB -> RGBA). Geometry 
data doesn't seem to be a bottleneck here, and I'm not sure if precompiling 
helps at all.

So if I could make use of PBOs, DMA and loading would happen asynchronously and 
the problem would go away. I don't mind if those parts of the scene graph get 
rendered 5-10 seconds later as long as it doesn't cause stutter. It would also 
remove any smaller stutters and improve framerate.

On the other hand, I can't really go and "fix" up all textures in the data 
tree, even if there was a format that could improve the situation.

Any thoughts on how to get this done?

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=32513#32513





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