Hi all,
we have a performance problem where the draw thread seems to be the
bottleneck. The target hw has 8 cores and a single GPU.
We already run cull and draw in parallel but parallelizing draw itself
would also help.
So I tried following setup:
2 windows
2 cameras (each on one window)
on the needs of your scenes and your
application. Since I don't know anything about these specifics I
can't provide any direction.
Robert.
On Wed, Aug 18, 2010 at 9:14 AM, Tugkan Calapoglu tug...@vires.com wrote:
Hi all,
we have a performance problem where the draw thread seems
performance hungry,
it becomes bottleneck earlier.
tugkan
Hi Tugkan,
On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu tug...@vires.com wrote:
We observe that, as our databases grow, the performance requirement for
draw thread grows faster than cull. In the long run, draw will be a
serious
Hi,
I tried osgocclusionquery example with a city model we have and observed
that it can reduce the number of rendered objects significantly.
However, osgocclusionquery example can not make parallel rendering. I
tried with all threading modes and saw that draw always starts *after*
cull is
Hi,
in one of our old applications we use osgParticle::ExplosionEffect which
is made child to an osg::MatrixTransform. This code is relatively old
and was tested with OSG 0.99.
The problem is, with new OSG (2.9.6) explosion effect is always at the
center of the scene (at 0,0,0) even though
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.
--
Tugkan Calapoglu
-
VIRES Simulationstechnologie GmbH
Oberaustrasse 34
83026 Rosenheim
Germany
phone+49.8031.463641
fax +49.8031.463645
emailtug
Hi All,
I have to implement swap synchronization on Linux with NVidia HW. I saw
in the mailing list that there was some discussion on this subject
sometime in 2008 (topic: Feedback sought on osgViewer swap ready support
for clusters). There was even a code submission.
However, I can't find any
, 2010 at 11:34 AM, Tugkan Calapoglu tug...@vires.com
wrote:
Hi All,
I am using a slave view for rendering the scene to a texture. Initially
I tried with a camera node, however, this did not work well due to a
problem in LiSPSM shadows and I was suggested to use RTT slave views.
My setup
hi Jp,
unfortunately that method is easy but very slow. I think it also uses
glGetTexImage.
cheers,
tugkan
Hi Tugkan,
Tugkan Calapoglu wrote:
Hi Robert, Wojciech
my initial guess was that the lengthy draw dispatch of the master view
and failing cull draw parallelism was the result
rather than
glGetTexImage, so I was wondering if there is a way to obtain the
osg::FBO pointer from the camera?
cheers,
tugkan
Hi Tugkan,
On Thu, Jan 14, 2010 at 12:00 PM, Tugkan Calapoglu tug...@vires.com wrote:
unfortunately that method is easy but very slow. I think it also uses
Hi Jp,
my initial implementation used osg:Image attached to a camera and it was
just as slow.
I will see what I can do with PBO's.
regards,
tugkan
Hi,
Tugkan Calapoglu wrote:
hi Jp,
unfortunately that method is easy but very slow. I think it also uses
glGetTexImage.
You might
Hi Robert,
yes one frame latency is OK. Is there an example about the PBO usage?
osgscreencapture seems to be about getting the data from frame buffer
not from an RTT texture.
tugkan
Hi Tugkan,
On Thu, Jan 14, 2010 at 12:31 PM, Tugkan Calapoglu tug...@vires.com wrote:
I know that getting
13, 2010 at 11:34 AM, Tugkan Calapoglu tug...@vires.com wrote:
Hi All,
I am using a slave view for rendering the scene to a texture. Initially
I tried with a camera node, however, this did not work well due to a
problem in LiSPSM shadows and I was suggested to use RTT slave views.
My setup
more
chance to work as intended. I apologize for trouble.
Wojtek Lewandowski
- Original Message - From: Tugkan Calapoglu tug...@vires.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 9:10 AM
Subject: [osg-users] Render to texture
Hi All,
I am using Light Space Perspective Shadow Maps for shadowing. I would
like to render the shadowed scene to a texture, so I have another camera
on top of the shadowed scene. It looks like following:
root
|
RTTCamera
|
ShadowedScene
I also render a small sized screen aligned quad which
I found out that one can simply call
stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON);
to enable sRGB mode. An explicit OSG support is not necessary.
I didn't try something like this with sRGB texture formats yet.
tugkan
Tugkan Calapoglu wrote:
Hi,
I couldn't find sRGB
Hi,
I couldn't find sRGB related GLX tokens in the source code so it looks
like sRGB color space is not supported by OSG at the moment. Am I right
or did I miss something?
Does anybody here have experience with sRGB frame buffers under Linux
with NVidia hardware?
tugkan
Hi,
In our application we create new objects in runtime. Most of the time
newly created objects are not in frustum in the beginning hence they do
not result in a stutter But, when the object comes into the frustum
texture download and display list creation results in stutters.
It is
Hi,
Following method is from ive plugin, ReaderWriterIVE.cpp. Is #if 1
forgotten here? In some other methods ive::Exception is caught within
the plugin. In this method, however, the exception goes out of the
plugin and has to be handled in the application.
virtual ReadResult
that for this model and camera position
enabling/disabling thread safe ref/unref makes around 20% performance
difference. I thought GCC builtins should reduce this.
Tugkan
Robert Osfield wrote:
Hi Tugkan,
On Mon, Dec 8, 2008 at 11:04 AM, Tugkan Calapoglu [EMAIL PROTECTED]
wrote:
With printf's I
Intel Core2 2.66GHz
tugkan
Robert.
On Wed, Dec 10, 2008 at 12:43 PM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
Hi Robert,
I changed cmake files to ignore automatic selection and choose
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS. After a recompile I do not see a
difference in the performance
me some pointers?
Tugkan
Robert.
On Thu, Dec 4, 2008 at 12:13 PM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
Hi All,
I have been working on performance issues because after we ported our engine
to OSG2.7.6 we lost some performance.
In my tests I am using a complex town database which
-openscenegraph.org
--
Tugkan Calapoglu
-
VIRES Simulationstechnologie GmbH
Oberaustrasse 34
83026 Rosenheim
Germany
phone+49.8031.463641
fax +49.8031.463645
email[EMAIL PROTECTED]
internet www.vires.com
-
Sitz
Robert Osfield wrote:
Hi Tugkan,
On Mon, Dec 8, 2008 at 11:04 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
With printf's I ensured that the mutex code was not called in ref() and
unref(). Here are the results (removed printfs before measurement :) ):
No ref_ptr : ~1.15 ms
ref_ptr but thread
Hi All,
I have been working on performance issues because after we ported our
engine to OSG2.7.6 we lost some performance.
In my tests I am using a complex town database which is pretty
representative for our applications. I use osgviewer for the tests.
I tested with several versions of OSG
at 8:02 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
Hi all,
I observe a problem in my own application and also on osgviewer. There are
two images that show the problem attached to the email. I use following
command:
osgviewer --window 0 0 1280 1024 cow.osg
After 3D window appears I press S
26, 2008 at 10:14 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
I use KDE 3.5.7 on Suse10.3. I tested with Gnome (buggy) and FVWM (seems
ok).
I also made a test with a different computer with Suse10.3 and the same KDE
version. There it works. An important difference is that my machine (where
Then everything looks ok. Actually, any type of interaction with the
window (for example moving it) seems to solve the problem.
Hi,
what happens when you make it fullscreen and then windowed again?
jp
Tugkan Calapoglu wrote:
Hi Robert,
This is not a Gnome only problem. KDE and Gnome
Robert Osfield wrote:
Hi Tugkan,
On Wed, Nov 26, 2008 at 11:05 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
This is not a Gnome only problem. KDE and Gnome both have it. Only FVWM
worked. (I didn't try with any other WM).
Um.. just re-read your post and it kinda looked like Gnome had
Hi Robert,
Hi Tugkan,
On Wed, Sep 3, 2008 at 9:56 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
I am porting an application from OSG0.99 to latest SVN version.
Wow, climb aboard the time machine :-)
I know :). We never had the time slot for the upgrade until now.
I have implemented
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