Am 18.04.2016 um 08:59 schrieb Stuart Mentzer:
Hi,

After some struggle I have managed to make a cookbook for building OSG with 
Visual C++ 2015. This is very exciting because I should finally be able to 
build our structural impact modeling application on Windows. There are a few 
items that would be great to get some feedback on:

For best (release build) performance would it make sense to use /fp:fast (along 
with /O2 /GS-) or could this create problems with propagation of the NaNs that 
can arise in OSG?
That might cause precision problems at least I think I noticed some rounding errors when using geocentric databases.


Would trying to build with Intel C++ likely to give significantly better 
performance? This is probably a question of whether OSG would benefit from its 
better auto-vectorization.
It makes more to activate AVX. This gave me some noticeable speed-up even with the MS-compiler. It will totally depend on your scene-graph too. So without benchmarking it is hard to tell.
If I stick with the VC++ 2015 OSG build I should be OK linking my application 
built with Intel C++ 2016 to it since they seem to be binary compatible, right?
Usually the Intel compiler beats the MS-compiler by a few percent, but they use different ABI (at least they did a year ago), If they are still incompatible you cannot link them. You have to build everything with the same compiler chain.


Since I'll need to build future OSG releases I am willing to host the Windows 
OSG (starting with 3.4.0) binary packages on our company website if someone on 
the OSG team wants to add a link to it on the Stable Releases page. Just let me 
know who best to contact.


Thank you!

Cheers,
Stuart[/list]

Cheers
Sebastian

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66848#66848





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