Re: [osg-users] OSG thread profiling results are in!!

2008-07-03 Thread Paul Speed
] *To:* OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org *Sent:* Wednesday, July 02, 2008 2:11 PM *Subject:* Re: [osg-users] OSG thread profiling results are in!! Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what

Re: [osg-users] OSG thread profiling results are in!!

2008-07-03 Thread James Killian
-users] OSG thread profiling results are in!! You are sending in code again. ;) -Paul James Killian wrote: We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per

Re: [osg-users] OSG thread profiling results are in!!

2008-07-02 Thread rpingry
Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what the different numbers mean and how I might work with them. I can see the optimization effort is a big deal. I know it is beyond the scope of this group. Are there any resources out there to

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread Robert Osfield
Hi James, I've read your emails but I'm afraid the stats mean absolutely nothing do me. One will really need to be find out what parts of the OSG i.e. what function calls are the current bottleneck. As general note, performance optimization with scene graphs as almost always an issue of

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread rpingry
Thanks Robert, (James and I are working on this together. He has decided to focus his attentions on understanding OpenSceneGraph and optimizing where he can, where most of the client game code dealing with the scene graph is mine). I was planning on asking some of these questions eventually

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread Robert Osfield
Hi Rick, Sharing state is essential to good performance, and even more critical when you start approaching memory limits. You'll need to share osg::Texture(s) rather than just osg::Image(s) to get the benefit. Sharing complete osg::StateSet is the most efficient, for cull, draw dispatch into the

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread James Killian
:22 AM Subject: Re: [osg-users] OSG thread profiling results are in!! Hi James, I've read your emails but I'm afraid the stats mean absolutely nothing do me. One will really need to be find out what parts of the OSG i.e. what function calls are the current bottleneck. As general note

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread Robert Osfield
On Sat, Jun 28, 2008 at 4:35 PM, James Killian [EMAIL PROTECTED] wrote: The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would

[osg-users] OSG thread profiling results are in!!

2008-06-27 Thread James Killian
Here are some interesting profile results from the threaded profiler. First here is the ground work: OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). The actual client code tested that pushes some stress on osg is our game which anyone can download here