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

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