Hi Robert, I'm also having a problem with the massive performance drop with multiple (in my case > 8) HDR RTT camera nodes . I am using a Quadro FX 5500 G with 1 GB of memory, so I know it isn't my graphics card memory (the same problem happens on my GeForce Go 7800). I'm also running under Linux with 2 dual core opeterons. My RTT sizes are 512x512 with nearest/nearest mipmapping and I'm using 32 bit HDR rendering.
I have made some simple modifications to osgprerender.cpp (see attached) to illustrate the problem I and others appear to have seen. I also hard coded the values I'm using in osgprerender and set up the proper 512x512 HDR settings for both texture 2D's and texture rectangles. 8 RTT camera nodes run great with a small performance drop for each camera as would be expected. When I add the 9th camera node that is when things break. All that you need to do to run it is pass in a model and if you want texture rectangle use --texture-rectangle. Is this there a frame buffer object limitation of the driver/card? I thought the number of FBO's was only limited by the amount of texture memory available on the card, but I'm using a card with 1GB of memory and not overly large textures. Thanks, Dennis >> From: Robert Osfield <robert.osfield_at_gmail.com> >> Date: Tue Jan 23 2007 - 00:50:39 PST >> >> Hi Brian, >> >> I'd check to see if you graphics card has sufficient memory for what >> you are trying to do >> >> Robert. >> >> On 22 Jan 2007 23:27:35 -0000, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: >>> Hi, >>> >>> I'm using floating point textures as my targets for multipass RTT. In my >>> tests I have noticed that if three or less camera nodes are set up using >>> GL_RGBA16F_ARB internal format textures, the frame rate stays at a constant >>> 75FPS when only the texture is rendered to the screen (i.e. the texture is >>> rendered over the full window). >>> >>> If I add an additional camera node, the frame rate drops to 15 FPS. Five >>> nodes yields 8FPS, and 5FPS are achieved with six nodes. Also, if I set >>> the texture to render to 1/4 of the screen and position the main camera so >>> that the actual scene being rendered to texture is visible, I'll get 25FPS >>> for the three camera node implementation. >>> >>> I'm setting up my textures with internal formats of GL_RGBA16F_ARB, a >>> source type of GL_FLOAT, and a source format of GL_RGBA. >>> >>> The FBO is set up like: >>> fbo->setAttachment(GL_COLOR_ATTACHMENT0_EXT, >>> osg::FrameBufferAttachment(texture)); >>> >>> fbo->setAttachment(GL_DEPTH_ATTACHMENT_EXT, >>> osg::FrameBufferAttachment(new osg::RenderBuffer(512, 512, >>> GL_DEPTH_COMPONENT24))); >>> >>> My min/max filters are set up as NEAREST. >>> >>> If I change my textures to internal formats of GL_RGBA and the source type >>> as GL_UNSIGNED_BYTE, my performance is great. >>> >>> Any thoughts? >>> >>> Thanks, >>> Brian >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://openscenegraph.net/mailman/listinfo/osg-users >>> http://www.openscenegraph.org/ >>> >
osgprerender.cpp
Description: osgprerender.cpp
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