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.
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