Hi Robert,
my application is in the context of technical research. So it is not just for
creating a "good look".
Imagine you need to calculate the flow of a filter textile. In this case you
have to know exact thread geometries.
My geometry has the following vectors:
osg::ref_ptr<osg::Vec3Array> osgVertices;
osg::ref_ptr<osg::Vec3Array> osgNormals;
osg::ref_ptr<osg::Vec2Array> osgTexCoords;
osg::ref_ptr<osg::Vec3Array> osgTangentVectors;
osg::ref_ptr<osg::Vec3Array> osgBinormals;
For each vertex I have: 4*Vec3 + 1* Vec2 = 14*8Byte = 112 Byte.
Each yarn ist defined by a polygon along its center with about 800 nodes.
On each node I have an irregularly formed ring of about 10 nodes defining the
form of the surface. This is necessary because of benting and stretch
deformation.
So per ring I need about 20 triangles having 60 vertices.
For 100 yarns I have about 5.000.000 vertices making 560.000.000 Bytes
together.
Double buffering expands to about 1.2 GB just for the display data.
BTW. The pice of fabric is about 10cm*10cm.
I would be lucky for any improvement in use of memory.
Thanky for your really great support and help!!!
- Werner -
Am Mittwoch, 24. November 2010, 12:09:56 schrieb Robert Osfield:
> Hi Werner,
>
> On Wed, Nov 24, 2010 at 10:53 AM, Werner Modenbach
>
> <[email protected]> wrote:
> > Yes, I absolutely agree and this is actually similar to my first
> > approach. Unfortunately I ran out of address space on 32 bit Windows
> > machines. The available address space is about 1.4 GB and Windows
> > garbage collection is horrible!
> > That's why I replace the geode in use by the new one immediately after
> > completion of calculation.
> > But anyway many thanks for your explanations. This helps me a lot on
> > getting deeper insight.
>
> It doesn't sound like you are double buffering just the data you need
> to if you are using so much memory.
>
> If you can only just store one set of data in memory at once then you
> will have to mutex the two threads to prevent them from overlapping.
> However, if you are hitting such memory problems there is likely
> something serious amiss with how you are going about things,
> simulating and and rendering cloth really shouldn't need to be such a
> big memory user.
>
> Robert.
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