).
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
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
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
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
, 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
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
Good morning,
I'm just rendering to texture, no images or pixel reading involved.
Regards,
Steffen
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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
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
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
: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
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