Re: [osg-users] OSG CPU Utilization
Hi all, I did not have time to test the performance on Ubuntu on my machine, but I spent some time debugging/profiling and I can confirm that this is an NVIDIA vsync spinlock. I think the name of the thread was named OpenThreads::StartPrivateAction::StartThread only because that was the function that started the thread, and had nothing to do with the functions that were using it. I ran AMD's CodeAnalyst and found that nvlddmkm.sys was using roughly 75x more of the amount of CPU clocks than it was when I had ran it with --run-max-frame-rate 50.0. This shows that it is indeed a bug in the NVIDIA drivers. I now would hopefully like to get this resolved in a future driver revision, but I'm not sure what the best way would be to contact NVIDIA to get this resolved as soon as possible. What does everyone suggest the way for me to make progress the fastest would be? I'm assuming I will have to send them the system specs of the systems that are affected, and the minimum set of files that is required to reproduce the bug, along with some other miscellaneous information. Regards, Kim. From: k.che...@live.com To: osg-users@lists.openscenegraph.org Date: Fri, 18 Sep 2009 04:22:12 -0400 Subject: Re: [osg-users] OSG CPU Utilization Hi J.P., Yes, it happens with all threading models, the only difference being that on the SingleThreaded model, the CPU consumption is used by the main thread instead. To all, Out of about eight different machines with varying OS's/hardware I've only found two that were affected so far. The only major things that were in common between these two machines were the OS's (Windows XP Professional 32-bit SP3), and Windows Vista Ultimate 64-bit, SP2), and the GPU manufacturer, NVIDIA. The two cards were an 9600 GT and a 7950 GT (both listed in order respective to the OS's that were listed), with the most recent drivers (190.62). Some of the machines that the problem was not seen on include the following: Windows 7 RTM 64-bit, ATI HD 4850 Windows Vista 32-bit, ATI X1250 (integrated) Windows XP Home (32-bit), NVIDIA 9600 GT Windows XP Professional 32-bit, NVIDIA 8800 GTX I have confirmed that vsync was on before the tests were done on all of these machines. I did confirm that this is indeed unnecessary CPU utilization as on both of the affected machines, I've tried disabling vsync and running osgViewer with osgviewer --run-max-frame-rate 60.0 cow.osg and the CPU utilization never exceeded ~2% on both systems no matter if the window was fullscreen or windowed, focused or unfocused. There may be a third system that is also affected (Windows Vista 32-bit SP2, 8800 GTX), but I have yet to confirm if vsync was enabled or not, and if disabling vsync and performing the steps above resolves the problem or not. I may be able to test it out on Ubuntu on my machine tomorrow. Thank you for all of the support. Regards, Kim. Date: Fri, 18 Sep 2009 08:11:07 +0200 From: jpdelp...@csir.co.za To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG CPU Utilization Hi Kim, Kim Cheung wrote: Hi all, I really appreciate all of the feedback. Chris: Yes, I tested osgviewer.exe in release-mode with the cow.osg model, and the problem is always reproducible. Does it happen with all threading modes for OSG? jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hotmail® has ever-growing storage! Don’t worry about storage limits. Check it out. _ Microsoft brings you a new way to search the web. Try Bing™ now http://www.bing.com?form=MFEHPGpubl=WLHMTAGcrea=TEXT_MFEHPG_Core_tagline_try bing_1x1___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is the osgOcean Linux bug still present?
Hi Anthousis Andreadis , I had already sent a report going the same way as yours, using Debian Ubuntu distribution... So it confirms it is a 32bit only bug. The next step would be to test with non-nvidia hardware to know if it is related to nvidia graphic card only ? I don't have any recent/decent ATI graphic card to conduct some tests... If someone with a 32bit linux box and an ati card could make a test it would be a great help. Cheers, Pierre. 2009/9/17 Anthousis Andreadis anthou...@gmail.com Hi Kim, Update on the linux bug issue with the squary waves. Two days ago i compiled the osgOcean v1.0 (not the repository) and i found out that i had the bug that has been described in previous mails. My system is RHEL 4 and the GC a Quadro 5500 with the latest drivers and OpenSceneGraph 2.8.0 and for FFT's i used fftss lib. The same problem exists with the svn version of osgOcean. After a lot of tries i found out that 32bit compilation causes the problem. On the same system with 64bit compilation the problem is solved. If the other guys with the same problem can test both 32bit and 64bit we could get closer to the source of the problem. Regards Anthousis Andreadis ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems building Plugins dicom - RESOLVED
Hi J-S, On Sat, Sep 19, 2009 at 12:30 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Sorry, I copy-pasted that from another CMakeLists.txt and forgot to change the lib name, the dicom plugin needs wsock32.lib not Ws2_32.lib... Oopps :-) Now fixed! Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What is the OSG_GEN_INCLUDE when build VPB?
HI Abe. Zhu, 2009/9/19 zhuliangxi...@hotmail.com Hi there, CMake ask me to define a OSG_GEN_INCLUDE_DIR when configuring a Visual Studio 2008 solution of VPB (tags 0.9.10). I can find all the OSGXX_LIBRARY and OSG_INCLUDE_DIR in my compute, however, i do not know what is OSG_GEN_INCLUDE. OSG_GEN_INCLUDE_DIR will be for when you have an out of source build of the OSG, but haven't installed it, so you'll need to pick up the include/osg/Config directory, where the autogenerated Config file is built. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Loading a 400G DataBase?
Hi, i have just completed to make 3D Terrains for the whole Italy in ive format with osgdem. The data base includes 73 ive files 100km x 100km each (and each one is the merge (using osgconv) of 400 ive files 5km x 5km each), and the total size is about 400G I have no problem to view a single ive file under Windows XP, with good fps (when zooming... it's slow when zoomout), but of course osgviewer fails to load ALL the 73 ive files (osgconv fails too, when trying to create a single big file) osgviewer crash where allocated phisical ram raise about 2.5G: i reckon it is not a virtual memory problem, but an addressable RAM question under Windows. My questions are: . can i expect to be succesfull to load ALL the 73 files under Linux? . osg/vpb can effectively manage such big databases with a Desktop PC? . could i estimate the HW resources (RAM, CPU, Video...) to manage decently such terrain? Thank you! Cheers, Massimo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17509#17509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Loading a 400G DataBase?
Hi Massimo, Are you saying you have 73 separate databases? Or 73 files within the same database? If you have 73 separate databases then it's time to rebuild them into a single databases, as your are destroying the ability of LOD's to properly manage complexity with so many separate subgraphs. As for the sizes involved 400G is large, but not enormous. VPB has generated databases 20 times that size, and runtime performance hits 60Hz just fine on these databases. So if you use the tools as intended then things will scale just fine. As for using Windows to do visualization then it's possible, but it's memory management, file system and threading capability all hamper best performance. Linux should give you much better runtime stability and performance stability. This doesn't change the fact that you probably need to improve the way you manage your database. Robert. On Sun, Sep 20, 2009 at 10:32 AM, Massimo Tarantini subbi...@yahoo.itwrote: Hi, i have just completed to make 3D Terrains for the whole Italy in ive format with osgdem. The data base includes 73 ive files 100km x 100km each (and each one is the merge (using osgconv) of 400 ive files 5km x 5km each), and the total size is about 400G I have no problem to view a single ive file under Windows XP, with good fps (when zooming... it's slow when zoomout), but of course osgviewer fails to load ALL the 73 ive files (osgconv fails too, when trying to create a single big file) osgviewer crash where allocated phisical ram raise about 2.5G: i reckon it is not a virtual memory problem, but an addressable RAM question under Windows. My questions are: . can i expect to be succesfull to load ALL the 73 files under Linux? . osg/vpb can effectively manage such big databases with a Desktop PC? . could i estimate the HW resources (RAM, CPU, Video...) to manage decently such terrain? Thank you! Cheers, Massimo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17509#17509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Loading a 400G DataBase?
robertosfield wrote: Hi Massimo, Are you saying you have 73 separate databases? Or 73 files within the same database? If you have 73 separate databases then it's time to rebuild them into a single databases, as your are destroying the ability of LOD's to properly manage complexity with so many separate subgraphs. As for the sizes involved 400G is large, but not enormous. VPB has generated databases 20 times that size, and runtime performance hits 60Hz just fine on these databases. So if you use the tools as intended then things will scale just fine. As for using Windows to do visualization then it's possible, but it's memory management, file system and threading capability all hamper best performance. Linux should give you much better runtime stability and performance stability. This doesn't change the fact that you probably need to improve the way you manage your database. Robert. Thanks for answer. I have 73 db: i have tried to make a single database using osgconv, but it crash where RAM raise 2.5G (ps: to rebuild into a single DB i can simply use osgconv, right?) I am a beginner with osg/vpb/3D Graphics, and i must study a lot... My goal is to build an App like vtp (i have used vtp, but it does not not scale to big db), with GIS data, routing capabilities etc... Now i'm going to install Linux and try with it. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17511#17511 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Loading a 400G DataBase?
Hi Massimo, On Sun, Sep 20, 2009 at 11:49 AM, Massimo Tarantini subbi...@yahoo.itwrote: I have 73 db: i have tried to make a single database using osgconv, but it crash where RAM raise 2.5G (ps: to rebuild into a single DB i can simply use osgconv, right?) OK, you can't just combine 73 separate databases and expect them to work. You'll need to create a single paged database that contains all your data. I am a beginner with osg/vpb/3D Graphics, and i must study a lot... My goal is to build an App like vtp (i have used vtp, but it does not not scale to big db), with GIS data, routing capabilities etc... Now i'm going to install Linux and try with it. Using Linux might get your a bit further with osgconv but it's still going to lock out eventually. The approach you are taking is going to cause problems no matter how much ram or sophisticated an OS you throw at it. I don't know anything about your source data, but one would typically go right back to the source DEM's and Geo tiff's and then use VPB to build a single database from this. Then you'd post process the database if you want to add extra cultural data. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Loading a 400G DataBase?
robertosfield wrote: Hi Massimo, OK, you can't just combine 73 separate databases and expect them to work [...] [...] go right back to the source DEM's and Geo tiff's and then use VPB to build a single database from this. [...] Thanks a lot to help a newby. So, i have done all wrong :( ... When i discovered osgconv i believed it could be used to build a DB incrementally. I was wrong. Thanks again. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17513#17513 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Howto remove PostDrawCallback from Camera?
Hi there, i find that there is a setPostDrawCallback function, However, how could i remove that PostDrawCallback after it was used. currently, i use a composite factory to resolve this problem that i write a class CameraPostDrawCallback which is derived from Camera::DrawCallback and in fact is a composite DrawCallback which keep a list of real DrawCallback pointers. I setup this CameraPostDrawCallback to the Camera when program starting up, and leave it there forever. when ever i want to use a DrawCallback, a object is defined and is appended to CameraPostDrawCallback, so that it has chance to be executed, after it was used, it will be removed. key code snippet: void operator()(const Camera camera){ while(mCallbackList.size()0){ Camera::DrawCallback* callback=mCallbackList.takeFirst(); mCallbackList.pop_front(); try{ (*callback)(camera); }catch(...){} mBackupList.push_back(callback); } mCallbackList.append(mBackupList); mBackupList.clear(); } It works well now. However I doubt it is erroneous way to use DrawCallback that those nested DrawCallback do not have chance to be touched by Osg Core sot that can't be initialized correctly. So, am i working in a correct way? if no ,then how do i remove a PostDrawCallback? I do have tried to set a NULL to the camera, it is breaked after leaving my function. Regards, Abe. Zhu___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Using Collada (osgdb_dae) Writer with Google Earth
Hi Gordon, Good to hear from you. Thanks for chiming in. Yea it is a de-optimization or de-normalization. I dont really care how it is categorized. Does it makes sense to have a visitor that decomposes the osg PrimitiveSets into triangles (GL_TRIANGLES)? Im really just trying to see if there is an osg visitor class that that already does this or see who has had experience with loading osg created dae files into GE. The GoogleMode switch on the dae writer leads me to believe that the dae writer was designed with the GE use case in mind. So perhaps there is already an existing path to success in taking optimized osg content into GE via osg dae. I can't imagine I am the first to try this. Anyway, your insight is very much appreciated. If I don't find an existing code path by Monday or Tuesday then I will probably code up my own osg visitor. Any suggestions to point me in the right direction great and might get you free beer on your next visit to Texas. Have a good day. Cheers, -Reed http://www.linkedin.com/in/reedwhit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17515#17515 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Good way to see things in only one view
Hi Paul, Hi J-S -- Would a custom cull callback help? You could decide per-View whether you are culled or not. Hmm, it's an interesting approach, and could probably be generalized to a list of views specified by name, pointer, etc. Perhaps more general than a callback would be a custom subclass of osg::Group with an overridden traverse() that would decide to traverse down to children only in certain views. I'll see if it's a good fit in my app. Thanks for the suggestion, it's an angle I hadn't thought of. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG CPU Utilization
Hi Kim, What does everyone suggest the way for me to make progress the fastest would be? I'm assuming I will have to send them the system specs of the systems that are affected, and the minimum set of files that is required to reproduce the bug, along with some other miscellaneous information. I've had good results e-mailing devsupp...@nvidia.com with an example that reproduces the problem (binary executable, data files, and with the least amount of steps necessary on their part to see the problem). I've reported two bugs this way and each time it took about a week to get a first response and then it went quickly from there, getting responses generally the day after I answered their questions, until they confirmed the bug was fixed in the next driver (and I could confirm it too). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG CPU Utilization
Hi J-S, Thanks. I've just sent them an email now. Regards, Kim. Date: Sun, 20 Sep 2009 19:51:33 -0400 From: jean-sebastien.g...@cm-labs.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG CPU Utilization Hi Kim, What does everyone suggest the way for me to make progress the fastest would be? I'm assuming I will have to send them the system specs of the systems that are affected, and the minimum set of files that is required to reproduce the bug, along with some other miscellaneous information. I've had good results e-mailing devsupp...@nvidia.com with an example that reproduces the problem (binary executable, data files, and with the least amount of steps necessary on their part to see the problem). I've reported two bugs this way and each time it took about a week to get a first response and then it went quickly from there, getting responses generally the day after I answered their questions, until they confirmed the bug was fixed in the next driver (and I could confirm it too). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Microsoft brings you a new way to search the web. Try Bing™ now http://www.bing.com?form=MFEHPGpubl=WLHMTAGcrea=TEXT_MFEHPG_Core_tagline_try bing_1x1___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org