HI

Speculating :)

It sort of look to me like a pre-empting problem were your OSG application is 
getting bumped at times by another process and or thread.

Also it could be you have over subscribe the number of threads you have working 
and they are struggling for cpu time

Or you have sync issue were occasionally you waiting on a thread that's causing 
the jitter in your video, btw I would call them hiccups or stalls , jitter is 
something completely different to me :)

Other issues I have seen causes this is IO problems, Sending data to the 
Graphics card the first time etc or on a db with too much texture/state etc.


Again this just speculation but I have seen one and all of the about cause 
stalls the as I would called them



Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
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-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Arif Yetkin 
Sarı
Sent: Wednesday, January 26, 2011 6:44 AM
To: [email protected]
Subject: Re: [osg-users] Jitter problem - OSG & Nvidia Physx

J.P. Delport : I got what you meant. Yes, I believe the THREAD3 output is 
robust. When we call physics.simulate() in THREAD3, for all entities in the 
physics scene (which are bounding boxes of the real entities in OSG), we get 
their positions and orientations at that exact time slice. Meaning that we 
produce a set of x y z h p r values at a particular timestamp where all 
entities' "x y z h p r"s are consistent with each other. Then we send this x y 
z h p r set to our "frameQueue", and these "frames" are comsumed one at a time 
(or sampled whenever needed).

------------------------
http://www.youtube.com/watch?v=naX3hOkDx8w

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35985#35985





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