Sep 2009 09:45:13 +0200
From: u.hertl...@sandbox.de
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG CPU Utilization
Hi Kim,
On 17/09/09 7:08 AM, Kim Cheung wrote:
Hello all, I've been seeing a problem with high CPU utilization when
using OSG. In my tests, I run
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.
It seems the spinlock is occurring somewhere in the
OpenThreads::StartPrivateAction::StartThread thread, if that helps at all.
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
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
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
Hi Robert,
You mention that the problem is hanging somewhere in the new texture object
management code; I have seen osgcatch hang on exit before your new object
management code was added.
This leads me to believe that either the two issues are separate, or they are
both related to the same
Hi all,
I've just received some comments from the NVIDIA driver team.
If we didn't CPU spin in the driver and instead use the
OS-provided waitforvblank function, when you drive OpenGL from two
threads, you get an awful stutter performance because one thread is
inside the OS blocking the other
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