Hi,

I have got a problem with high CPU usage (100%) with osg in Win64.

To narrow the problem I extended the osgviewer code as follows:
-----------------------------------------------
...
while( !viewer.done() )
    {
        end_tick=osg::Timer::instance()->tick();
       
if(1.0f/60-osg::Timer::instance()->delta_s(start_tick,end_tick)>0)OpenThreads::Thread::microSleep(1000000*1.0f/60-osg::Timer::instance()->delta_s(start_tick,end_tick));
        start_tick=osg::Timer::instance()->tick();
        // wait for all cull and draw threads to complete.
        viewer.sync();

        // update the scene by traversing it with the the update visitor
which will
        // call all node update callbacks and animations.
        viewer.update();
        
        // fire off the cull and draw traversals of the scene.
        viewer.frame();
       
    }
...
--------------------------------------

With Linux this Code works perfectly and limits the framerate to
aproximately 50 fps (Should imho be 60 with this code, but that´s not
that important). Thus CPU usage drops on my machine to around 5% (I
know, this is model-dependant.). Running the same Code with WinXP64,
Visual Studio 2005, causes 100% CPU usage with framerate dropping to
around 50 fps. The machine is fast enough. Graphics board is NVidia, so
the known ATI-Bug does not apply.

Does anyone know if this ist a general Windows problem or only occurs on
Win64 and what causes it? Is there a workaround? I don´t like my
application to eat up all cpu. It is still possible for other Processes
to get CPU-time, but since the viewer seems to "grab" all free CPU-time,
the fan gets loud and if one tried it on a mobile device the application
consumed much more power than necessary.

Thanks+Best regards

Jürgen Löb
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