Hi Vaclav, it's good to hear I'm not alone with this problem. It took me a
while
to understand it's nature so I could describe it here.
You are right of course, once the HW memory is out, I'm back in trouble.

For incremental compilation I found two examples: osganalysis and
osgthreadedterrain.
Maybe they could serve as a starter if Nicks solution is not enough one day.
Or I just buy a bigger card ;-)

Cheers

/Per



On 3 September 2014 20:56, Vaclav Bilek <[email protected]> wrote:

>  Hi Nick & Per
>
> You have to reduce the amount of data transferred by the driver to the
> card. I have been dealing with the same issue and the solution that worked
> for me is to chop the data to smaller chunks and/or spread the GL compile
> phase into more frames . To spread the number of GL compile call in case of
> the OpenSceneGraph you have to modify it a bit to do this task.
>
> By the way the solution Nick mentioned works only if you have enough of
> resources. Once your per frame data are bigger then the HW resources
> available, the driver will do its own "magic" that causes the occasional
> jerky movement/frame freezes.
>
> Have fun!
> Vaclav
>
>
> On 09/02/14 12:06, Trajce Nikolov NICK wrote:
>
> Hi Per,
>
>  this is a trick from the old days from scenegraph managers like
> Quantum3D OpenGVS. What they did to avoid this they preloaded the models at
> the very beginning to let OpenGL compile objects and then used in the
> scene. Maybe you can do the same way
>
>  Nick
>
>
> On Tue, Sep 2, 2014 at 2:03 PM, Cary, Karl A. <[email protected]>
> wrote:
>
>> We have been having the same issue and haven't found a solution yet
>> either, though it hasn't been our main priority yet. I will be following
>> any responses closely and will contribute if I can.
>>
>> -----Original Message-----
>> From: osg-users [mailto:[email protected]] On
>> Behalf Of Robert Osfield
>> Sent: Tuesday, September 02, 2014 8:01 AM
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] First time render hiccup
>>
>> Hi Per,
>>
>>
>> Stalls like you describe are typically when the graphics driver has to
>> compile new OpenGL objects.  There are range of things that can cause
>> compilation to be slow, I haven't to head off line right now so will have
>> to leave you with that hint...
>>
>> Robert.
>>
>>
>>
>> On 2 September 2014 12:27, Per Nordqvist <[email protected]> wrote:
>>
>>
>>         Hi all,
>>
>>
>>         Another open-ended question I'm afraid, but maybe someone
>>         has seen this before:
>>
>>
>>         I sometimes see hiccups (rendering pauses) in my driving
>> simulation,
>>
>>         I noticed it only happens with some vehicles, and only when they
>>         appear in the frustum for the first time. I wonder how to
>> minimize this effect.
>>
>>         Clues:
>>         -Once the model has been displayed there is no more hiccup.
>>         -Differerent models produce different hiccup delays (consistently)
>>         -Hiccup problem does not scale with .ive size or nr of polygons
>>         -In bad cases I can see the osgstats cull part go to zero for
>> about 1 sec.
>>         -Using ProxyNode makes no difference.
>>
>>
>>         Suggestions? Some caching options I can try?
>>         Anything nasty to look for in the .ive models?
>>
>>
>>         (Most are 3DS format made by 3rd party, converted with osgconv,
>>         sorry I can't share them)
>>
>>
>>         I'm using OSG 3.01, compositeviewer, linux, Nvidia (different
>> cards, same problem.)
>>
>>
>>         Thanks!
>>
>>
>>
>>         /Per
>>
>>
>>
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>>         [email protected]
>>
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>>
>>
>>
>>
>>
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>>
>
>
>  --
> trajce nikolov nick
>
>
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