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
>
>  --
>
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>
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>
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>
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