Hi Serge, On 1/23/07, Serge Lages <[EMAIL PROTECTED]> wrote:
After some tests, converting the textures in dds completely remove the frame drops, thanks for the tip Robert. :) For the size of the textures, it stay very reasonable. If I find some time, I'll try to investigate why the jpeg plug-in is causing such fame drops.
There are two key elements to paging - the reading from disk - this has a CPU overhead, and the downloading to the GPU with has CPU to GPU bandwidth/memory overhead. The former can be sorted by more efficient loaders, the later is sorted by reducing OpenGL object sizes and utilises more data stored in more GPU friendly formats. The downloading to GPU may also be solveable by doing the OpenGL compile/download within the database pager rather than in the main draw threads. Doing compile in the database pager will require the pager to have its own set of graphics context that are shared (as in OpenGL objects) with main graphics windows. I haven't experimented with this approach yet, but I know that some other vis-sim toolkits do it so might be worth a try. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
