Hi Robert,

>>    osgprecipitation makes use of GLSL heavily, and while it vertex
>> and pixel fill requirments
>>    won't stress a 7900GT, I wouldn't be surprised if inbuilt graphics
>> will struggle.  Could it
>>    be the once of screens is being driven by the NVIDIA 6150?

Yes. Performance in single-threaded mode is excellent though. Anyway since
this is not a typical configuration, I'll redo the tests without the 6150.

>>    osgplanets in pretty straight forward case of textured geometry
>> with a few transforms,
>>    if this one doesn't work then my guess is the graphics contexts
>> haven't been created
>>    managed correctly.

Yes, this one was rather strange; taking the 6150 out of the equation might
help. Funny thing is that rendering was OK only on the 6150...

>>    With the crashes, is there any pattern to when things crash and
>> where the crash is?

I have hooked the debugger only on a couple of crashes due to lack of time,
and they were occurring deep inside the driver OpenGL worker thread (the one
spawned within the NVIDIA OpenGL DLL when the graphics context is made
current).

>>    What happens we you run all the examples on one or two screens?
>>    Do you get the same low performance in threaded modes when you
>> using osgviewer?
>>     If so then have a look at the stats to see where the problem lies.
>> Update, Cull, Draw?

I have done a quick check on two-screens (6150 out) and get less crashes but
OpenGL errors. I need to revisit this for more details.

André

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