Hi Andre, On 2/15/07, André Garneau <[EMAIL PROTECTED]> wrote:
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.
Normally one would expect multi-threaded multi-context to run faster than single threaded multi-context setups. This makes me wonder if the driver isn't happy with two threads driving two contexts on a single device. It has been on my mind that it might even be useful have a DrawThreadPerGraphicsDevice threading model to compliment the others, where all contexts on a single card are run single threaded, but other devices can run in parallel. Its more work to do based on hunch hunch though... I'm already working way too many hours so something for the future perhaps.
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.
This could point to problems making the context current and release the context, or perhaps the contextID's are all getting mixed, or just a plain good old threading issue that is corrupting memory... or dare I say it an OpenGL driver bug. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
