Re: [osg-users] Grayscale texture

2014-03-18 Thread Boon Wah
Hi Robert,

My team have traced to using hardware generation of mipmaps as the reason 
why the compressed texture loads slower than uncompressed texture. We do not 
know the exact reason and have reproduced the same behaviour across NVIDIA and 
Intel-based GPU on both Linux and Windows system.

Right now, we default to pre-build the mipmaps when we use OSGDEM and this 
gives us faster performance than uncompressed texture loading.

Thank you!

Cheers,
Boon

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58636#58636





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2014-03-17 Thread Robert Osfield
H Boon,

This is a driver/hardware specific issue rather than an OSG one.  If you
want to understand this then it would be best to approach the NVidia or
Intel support forums.

Robert.


On 17 March 2014 02:22, Boon Wah boon...@gmail.com wrote:

 Hi,

 It appears that within texture.cpp in core OSG library, glTexImage2D
 is faster than glCompressedTexImage2D by about 80 - 100%.

 glTexImage2D is used when the texture data is uncompressed (e.g.
 RGB24) and glCompressedTexImage2D is used when the texture data is
 compressed (e.g. S3DXT1).

 I have time the execution on both Nvidia GPU and Intel HD4000
 graphics. The timing difference is similar when using compressed and
 uncompressed. I have only profile this on Windows platform using the latest
 NVIDIA and Intel drivers. For NVIDIA driver, I have specifically enable
 full graphics performance using its control panel. In addition, I have
 tried to compile my texture with NVTT and it gives the same performance
 close to S3DXT1.

 I will like to understand on why compressed data takes longer to load
 onto GPU whereas uncompressed data performance is better.

 Will appreciate if somebody can enlighten me on this. Thanks in
 advance.


 Kind Regards,
 Boon Wah

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58616#58616





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2014-03-16 Thread Boon Wah
Hi,

It appears that within texture.cpp in core OSG library, glTexImage2D is 
faster than glCompressedTexImage2D by about 80 - 100%.

glTexImage2D is used when the texture data is uncompressed (e.g. RGB24) and 
glCompressedTexImage2D is used when the texture data is compressed (e.g. 
S3DXT1).

I have time the execution on both Nvidia GPU and Intel HD4000 graphics. The 
timing difference is similar when using compressed and uncompressed. I have 
only profile this on Windows platform using the latest NVIDIA and Intel 
drivers. For NVIDIA driver, I have specifically enable full graphics 
performance using its control panel. In addition, I have tried to compile my 
texture with NVTT and it gives the same performance close to S3DXT1.

I will like to understand on why compressed data takes longer to load onto 
GPU whereas uncompressed data performance is better.

Will appreciate if somebody can enlighten me on this. Thanks in advance.


Kind Regards,
Boon Wah

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58616#58616





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2013-11-05 Thread Robert Osfield
Hi Jimmy,

Performance of various OpenGL calls is very dependent upon the driver and
hardware you have, and in particular what formats they accelerate on the
GPU varies, if you don't use the fast paths for that driver/hardware
combination then you can see big performance drops as the operations are
done on the CPU instead.

What's specifically happening in your case I can't say, I know nothing
about your specific usage, OS, hardware, drivers.  Hopefully the above will
give you some hints of where to look.

Robert.


On 5 November 2013 03:04, Boon Wah boon...@gmail.com wrote:

 Hi,

I notice that glCompressedTexImage2D takes the longest time during
 texture loading. Can I understand what does this function actually does?

 I thought the texture decompression is handled by GPU, and loading to
 GPU actually should be significantly fast. In my testing,  uncompress
 texture loads faster than compressed texture and this does not make sense
 to me.

 I will like to reduce the time in glCompressedTexImage2D as it ia
 significant in my application. Can somebody please advise me? Thanks.


 Kind Regards,
 Jimmy

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57068#57068





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2013-11-04 Thread Boon Wah
Hi,

   I notice that glCompressedTexImage2D takes the longest time during texture 
loading. Can I understand what does this function actually does? 

I thought the texture decompression is handled by GPU, and loading to GPU 
actually should be significantly fast. In my testing,  uncompress texture loads 
faster than compressed texture and this does not make sense to me.

I will like to reduce the time in glCompressedTexImage2D as it ia 
significant in my application. Can somebody please advise me? Thanks.


Kind Regards, 
Jimmy

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57068#57068





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2013-10-18 Thread Boon Wah
Hi,

I tried --compression flag and --compression-dxt1 flag in OSGDEM. However, 
when I step through OSG when I view the IVE, I noticed that the texture 
compression all defaults to SCTC-DX1. The size of the compiled textures are the 
same.

Can anybody advise on how to select the ARB extension as suggested.


Kind Regards,
Jimmy

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56865#56865





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2013-10-18 Thread Robert Osfield
Hi Jimmy,

I don't recall the options or whether compressed greyscale is possible with
VPB/osgdem as it's a while since I worked on the code.  What may be the
best thing to do is simple disable compression, the option is probably
---no-compression.

Robert.


On 18 October 2013 14:59, Boon Wah boon...@gmail.com wrote:

 Hi,

 I tried --compression flag and --compression-dxt1 flag in OSGDEM.
 However, when I step through OSG when I view the IVE, I noticed that the
 texture compression all defaults to SCTC-DX1. The size of the compiled
 textures are the same.

 Can anybody advise on how to select the ARB extension as suggested.


 Kind Regards,
 Jimmy

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56865#56865





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Grayscale texture

2013-10-17 Thread Paweł Księżopolski

jimmy82 wrote:
 Hi,
 Is there any way that I can choose a suitable texture format that 
 represents only 8-bit gray-scale texture? So far, I understand that the 
 internal representation of gray-scale and coloured texture are similar under 
 OpenGL compression schemes and S3TC.
 


All S3TC compressions use at least 3 color channels.
You need to use RGTC1 compression for 8-bit one channel texture
( from this OpenGL extension : ARB_texture_compression_rgtc  ).
Fortunatelly OSG handles that compression.

You can use nvcompress application from Nvidia Texture Tools to 
compress your images ( this is bc4 compression, I think ).

Paweł Księżopolski

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56831#56831





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Grayscale texture

2013-10-16 Thread Boon Wah
Hi,

I am compiling a large satellite imaginary using OSGDEM.

As I want to reduce the size of the texture to a minimum, I worked only 
with gray-scale 8-bit satellite imaginary.

Is there any way that I can choose a suitable texture format that 
represents only 8-bit gray-scale texture? So far, I understand that the 
internal representation of gray-scale and coloured texture are similar under 
OpenGL compression schemes and S3TC.

Any help will be appreciated. Thanks.


Kind Regards,
Jimmy

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56818#56818





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org