Re: [osg-users] performance issues with RTT

2008-09-09 Thread Viggo Løvli
). Cheers, Viggo Date: Mon, 8 Sep 2008 21:45:46 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] performance issues with RTT Hi, after reading Viggo's post I changed my implementation to use FRAME_BUFFER instead of FRAME_BUFFER_OBJECT and this did

Re: [osg-users] performance issues with RTT

2008-09-09 Thread Robert Osfield
Hi Steffen, FRAME_BUFFER isn't a good render target as it has lots of problems with cases such as when toolboxes or other applications overlap your window, when the pixel format you want for you texture is not appropriate, it also forces copying from the frame buffer to texture objects and limits

Re: [osg-users] performance issues with RTT

2008-09-09 Thread Markus Hein
Hi Viggo, please test your performance for different prerender texture size (FBO RenderTarget). I had jumps from 60 Hz to 30 Hz. Without changing other settings for the application, only changing the prerender texture size caused a jump from 60 Hz down to 30 Hz. I don't know if it is

Re: [osg-users] performance issues with RTT

2008-09-08 Thread Viggo Løvli
seen a very similar problem when working on Direct-X earlier, so I believe this is a driver or hardware issue, but I do not know for sure yet. Regards, Viggo Date: Sun, 7 Sep 2008 09:27:03 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] performance

Re: [osg-users] performance issues with RTT

2008-09-08 Thread Harash Sharma
, no speedup is achieved.   Regards   Harash - Original Message From: Steffen Kim [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Sunday, September 7, 2008 12:57:03 PM Subject: Re: [osg-users] performance issues with RTT Good morning, I'm just rendering to texture, no images

Re: [osg-users] performance issues with RTT

2008-09-08 Thread Steffen Kim
Hi, after reading Viggo's post I changed my implementation to use FRAME_BUFFER instead of FRAME_BUFFER_OBJECT and this did the job for me. At least on the fast machine (the one I posted details about earlier) it now runs fast enough without having to make sacrifices resolution-wise and this is

Re: [osg-users] performance issues with RTT

2008-09-07 Thread Steffen Kim
Good morning, I'm just rendering to texture, no images or pixel reading involved. Regards, Steffen Schon gehört? Bei WEB.DE gibt' s viele kostenlose Spiele:

Re: [osg-users] performance issues with RTT

2008-09-05 Thread Robert Osfield
Hi Steffen, You need to work out what the bottleneck is in your setup. Try adjusting the resolution of your textures to see if it's a memory or fillrate issue. Also try a range of models - ones that are simple through to ones that are complex to see how things scale - compare this with a

Re: [osg-users] performance issues with RTT

2008-09-05 Thread Jean-Sébastien Guay
Hello Steffen, ... (currently it's 1280x1024) I haven't really done what you're saying myself, but this strikes me as a possible choking point... Are you disabling the resizeNonPowerOfTwo hint on your RTT textures? It could be that your textures are being resized each time you render to

Re: [osg-users] performance issues with RTT

2008-09-05 Thread Steffen Kim
Thanks for the hints so far... I gave you wrong information since I forgot that I take care of the NPOT-stuff myself. The API I use later on needs POT-textures so I make sure that only POT-textures are rendered. So in fact my textures are normally 2048x1024. I know that the performance issues

Re: [osg-users] performance issues with RTT

2008-09-05 Thread Robert Osfield
:nVidia Quadro FX4500 (512MB) I would be highly obliged if a way out can be suggested. Regards Harash - Original Message From: Steffen Kim [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Friday, September 5, 2008 10:04:25 PM Subject: Re: [osg-users] performance