robertosfield wrote:
> Personally I'd keep things simply.  Reading/create/optimize the actual scene 
> graph data in a background thread and then use the 
> IncrementalCompileOperation to download objects from the new scene graph bit 
> by bit so your application doesn't break frame.
> 
> 
> Potentially you could try compile context but having experimented with it in 
> the past it can work with some platforms and not others, I wouldn’t recommend 
> it.
> 
> 
> As a general rule, implement the actual functionality you need in a simple 
> and straight forward way and if it performs how you need it your job is down, 
> use the free time to go for a walk, spend time with family and friends etc. 
> If performance isn't sufficient benchmark it, find out where the bottlenecks 
> are, and only then if you really need to start looking for more complex 
> solutions that might solve your problems.


I see what you mean, but the problem is that I'm already doing the above 
suggestions and my performance is still far from acceptable so something needs 
to be done. Using a separate thread for GPU transfers will enable what Nvidia 
calls a "copy engine" that can transfer data in parallel with the rendering, 
something otherwise not possible. This could potentially provide a huge benefit 
for my application since it is heavy on both rendering and GPU transfers, so I 
will try to experiment with making it work. So far it's looking very promising.

Many thanks,
Kouichi

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