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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65586#65586 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

