Hi Brain,

How is the RTT being implementated?  Are you sure its FBO?  Running
use OSG_NOTIFY_LEVEL set to DEBUG will print out what path the OSG
uses for implementing the FBO.

I have personally worked with FBO sizes way higher than window
resolution, all the way up to 4k x 4k without problem.  I must admit I
have only done this with a full screen window, but I'd be very
surprised if its any different.

From the description of the performance you a getting it I does kinda
sound like there issue with the OpenGL driver.

Robert.

On 24 Jan 2007 17:58:53 -0000, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

Hi Robert,

Actually, I have discovered what my problem was.  On two of the machines
that I was testing on, their window dimensions were 640x480.  My original
test machine was 512x512.  When I changed my test machine to 640x480, I saw
the same drop in FPS on it as well.

To my knowledge, I am not modifying the size of the 512x512 textures, so I
am curious as to why increasing my window dimensions from 512x512 to
640x480 would cause such a drastic frame rate drop.  :?  The only thing
that I can think of would be that since the initial RTT texture is smaller
than the actual window dimensions, this imposes a performance hit when the
render to texture actually occurs.  Of course, that's just a stab in the
dark.

Can you think of any suggestions that I could try to get my framerate back
up?  The final window dimensions will ultimately need to be full screen,
but that kind of frame rate hit (~2-3 FPS) will just kill any usability.
Even having just one floating point texture at 512x512 drops the frame rate
to around 20FPS for a full screen app.

BTW, the final texture for the RTT is being rendered at 512x512, not full
screen.  It is a secondary view.

Thanks,
Brian



On Wed, 24 Jan 2007 09:13:51 +0000, "Robert Osfield"
<[EMAIL PROTECTED]> wrote :

> Hi Brian & Jeremy
>
> I know this doesn't help you guys, but for the record I used Linux
> almost everyday for the past 5 years, running with various NVidia
> hardware + drivers and haven't ever come across changes in performance
> w..r.t first boot up vs continued use.
>
> So its certainly possible to have OpenGL running near flawlessly year
> after year.
>
> But... there are dodgey drivers around and it sounds like you guys
> have got them installed, the quickest way to establish a pattern is to
> publish what drivers you are have a problem with and see if others are
> having the same problem.  Try upgrading or stepping back driver
> versions.
>
> NVidia have a set of forums that you could look at.  I can't recally
> the address but google will find it for you.
>
> Robert.
> _______________________________________________
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> [email protected]
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> http://www.openscenegraph.org/
>
>
>
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