Hello all,
I have fixed the database hitching
problem!
set OSG_DO_PRE_COMPILE=OFF
Can anybody tell me why the red line below
was causing me the hitching problems?
if (_doPreCompile && databaseRequest->_loadedModel.valid() &&
!_activeGraphicsContexts.empty())
{
// force a compute of the loaded model's bounding volume, so that when the subgraph
// merged with the main scene graph and large computeBound() isn't incurred.
databaseRequest->_loadedModel->getBound();
{
// force a compute of the loaded model's bounding volume, so that when the subgraph
// merged with the main scene graph and large computeBound() isn't incurred.
databaseRequest->_loadedModel->getBound();
ActiveGraphicsContexts::iterator itr = _activeGraphicsContexts.begin();
DataToCompile& dtc =
databaseRequest->_dataToCompileMap[*itr];
++itr;
++itr;
// find all the compileable rendering
objects
FindCompileableGLObjectsVisitor frov(dtc,
_changeAutoUnRef, _valueAutoUnRef,
_changeAnisotropy, _valueAnisotropy,
_drawablePolicy);
FindCompileableGLObjectsVisitor frov(dtc,
_changeAutoUnRef, _valueAutoUnRef,
_changeAnisotropy, _valueAnisotropy,
_drawablePolicy);
databaseRequest->_loadedModel->accept(frov);
if (!dtc.first.empty() ||
!dtc.second.empty())
{
loadedObjectsNeedToBeCompiled = true;
{
loadedObjectsNeedToBeCompiled = true;
// copy the objects from the compile list to the other graphics context
list.
for(;
itr != _activeGraphicsContexts.end();
++itr)
{
databaseRequest->_dataToCompileMap[*itr] = dtc;
}
}
}
for(;
itr != _activeGraphicsContexts.end();
++itr)
{
databaseRequest->_dataToCompileMap[*itr] = dtc;
}
}
}
Also, just so you know, I have tried turning
off precompile before but that was before I synched to the latest OpenThreads,
so I don't know if that had anything to do with it. Now, the paging seems
to behave much like Linux, (occasional hitches but nothing for periods
of multiple seconds). The paging thread no longer gets 100% of the
processor time ever.
So, it doesn't look like it was a file I/O
thing after all!
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