Hi Dennis,

I'm afraid I don't have time to do performance testing on behalf of users.

What might be causing the problem?  GPU Memory? Maybe.  Try reducing
FBO sizes.

Robert.

On 2/26/07, Bunfield, Dennis AMRDEC/Davidson
<[EMAIL PROTECTED]> wrote:
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/
>>>
>

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/


_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to