On Wed, Nov 24, 2010 at 2:52 PM, Werner Modenbach < [email protected]> wrote:
> 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. > You can calculate the binormal from the normal and tangent vector in a shader, for some savings. > 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. > I'm not completely clear whether you are building a mesh or not, but if you are, you need 20 distinct vertices to build the ring. If adjacent rings share vertices, then you need only approx 800 * 10 = 8000 vertices for one strand of yarn. You can build the mesh with indexes and the DrawElement primitive set type. > 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 - > Tim > 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. > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > > TEXION Software Solutions > > TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen > > Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu > > Geschäftsführer/Managing Director: Werner Modenbach > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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