On Jan 27, 2012, at 4:12 PM, Jason Daly wrote: > > On 01/27/2012 04:17 PM, Doug McCorkle wrote: >> We run a very similar system with 5 quadro cards and do not run into these >> problems with very large models. We are using VR Juggler though. I mention >> this because it would be very straight forward to use one of the sample OGL >> VR Juggler examples as a test application that would load an OBJ file or >> something to provide a raw OGL benchmark for the hardware. You could also >> use one of the sample OSG applications to do a comparison to at least >> provide a place to start working from in terms of figuring out your core >> issues. > > Hi, Doug, > > It may not have been easy to find in the mountain of text from the original > post, but I did end up writing a multithreaded pure OpenGL program in an > effort to eliminate OSG as the culprit. Since we ultimately ended up getting > a similar frame rate drop in both OSG and OpenGL, Interesting. I did not catch that comment in your earlier posts. I will need to go back and read those posts more carefully to look at the data structure issues you are referring to.
> we pretty much have eliminated OSG as the culprit. This is an interesting problem. Doug _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org