Hi, Sorry it has taken so long to respond. The joy of releases!
The issue was resolved by updating to the 300 series drivers (had to use a modified inf file to be able to install drivers more recent than 276 for my laptop, that is why I didn't try this straight away.) Turning off threaded optimisations didn't seem to help. Cheers, Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech Lewandowski Sent: Saturday, 17 March 2012 10:33 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Frame Rate "Decay" w/ SilverLining Integration Hi Brad, Thank you for the report. I personally investigated and reported another issue with VBOs on Nvidia drivers few months ago. And that issue was fixed in 290 driver series. It may be a long shot but I am just curious if these two problems could be related. While investigating my issue (http://forum.openscenegraph.org/viewtopic.php?t=9258&postdays=0&postorder=asc&start=0). I got following post from Ruben Smelik: "[..] This mail reminded me of an issue I had a couple of years ago with VBO's on a particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as it was quite unstable, so I didn't report the problem at that time. The solution I accidently found back then was to turn off Threaded Optimization in the NVidia Control Panel (Auto per default). But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), and that "fix" works again. After turning off Threaded Optimization, I see the proper gradient displayed. Could you try this as well? [..]" Your drivers are 276.21 so pretty close to 266.58 Ruben used. So I am now also curious if you could try to turn off Threaded Optimization and/or try newer drivers and see if the problem still exsists. Cheers, Wojtek 2012/3/16 Christiansen, Brad <brad.christian...@thalesgroup.com.au<mailto:brad.christian...@thalesgroup.com.au>> Hi Woktej, Thanks for you offer to help out, but I have managed to track it down enough to have a good enough solution for now. For anyone else who stumbles across this issue, my work around is to disable VBOs in silverlining. If I did this by using the SILVERLINING_NO_VBO environment variable it crashed so I simply hard coded them to off in SilverLiningOpenGL.cpp. I narrowed down the source of the issue to calls to AllocateVertBuffer in the same file. Even if the buffers are never used, simply allocating them for the 6 faces of the sky box is enough to cause things to go wrong. I am using version 2.35 of SilverLining. VS2010 SP1 OSG trunk as of a month or two ago Windows 7 Nvidia GTX460M Driver Version 267.21 The same problem was also occurring on another machine. I think that had a 450GT in it, but otherwise the same. Cheers, Brad From: osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org> [mailto:osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>] On Behalf Of Wojciech Lewandowski Sent: Saturday, 17 March 2012 1:59 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Frame Rate "Decay" w/ SilverLining Integration Hi, Brad, We have SilverLining source code license. I may find few hours in next week to look at the problem, if the issue can be reproduced on one of my machines (ie Nvidia GF580/GF9400 or GF540M). I would like to have as much info as possible to replicate the issue, though. I would like to know: - System version - OSG version - Graphics board and driver version (dual monitor setup ? GPU panel tweaks) - Compiler/linker VS studio version - SilverLining version. If not yet tested I would be grateful if you could test it with latest trial SilverLining SDK to be sure its not fixed already. What exactly is done with SilverLining ? What cloud types / wind settings / lighnting etc are used ?. Each type of SilverLining Cloud entities has its own specific parameters and can be drawn with different algorithm and use differen graphics resources. So it may be important to know what SilverLining resourses are in use. Probably the best would be if you could send the sample source you are testing. Cheers, Wojtek Lewandowski 2012/3/16 Christiansen, Brad <brad.christian...@thalesgroup.com.au<mailto:brad.christian...@thalesgroup.com.au>> Hi, Thanks for the response. I have a little more details of the problem but am still completely stumped. This is my test: Start my application and leave it running for a while. Frame rate, memory use etc all stable. Enable silverlinng. As reported by gDebugger, after the initial expected increase, the number of reported OpenGL calls, vertices, texture objects (and every other counter they have) stays completely stable expect for the frame rate which reduces at a steady rate, a few frames each second. In the earlier thread, it was noted that changing the threading model seemed to ;reset' the frame rate. I looked into this some more and it seems the behaviour is 'reset' when the draw thread is recreated started. If you return back to a thread that had previously 'decayed', it continues to decay from where it left off. e.g. singlthreaded decays to 50fps switch to draw thread per context and frame rate goes back to 100fps when a new thread is created and it starts decaying again switch back to single threaded (no new threads are created) and you are back at 50 fps and still decaying switch to draw thread per context and frame rate goes back to 100fps when a new thread is created and it starts decaying again It seems that a delay is being added to the current GL thread by silverlining. What ever it is doing, it is not making extra gl calls etc. Any ideas what could cause this sort of behaviour? I don't! Cheers, Brad When running in gDebugger, From: osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org> [mailto:osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>] On Behalf Of Chris Hanson Sent: Thursday, 15 March 2012 10:23 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Frame Rate "Decay" w/ SilverLining Integration On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad <brad.christian...@thalesgroup.com.au<mailto:brad.christian...@thalesgroup.com.au>> wrote: Hi, I have come across the exact problem discussed on the forum here: http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011. The discussion described the problem I am seeing perfectly but unfortunately there is no resolution posted. I think Mike Weiblen integrated OSG with SilverLining as well, he might be able to comment but he's terribly busy. Have you checked to see if gDebugger shows any issues? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android ------------------------------------------------------------------------- DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. 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