Hi Fred,
 saw your message asking for some testing. I decided to post a new thread
asking
for more user testing:
http://flightgear.org/forums/viewtopic.php?f=2&t=2812


grep -r getenv OpenSceneGraph, possibly relevant env vars, some of them are
changed in my patches:

  F:\c\OSG\OpenSceneGraph\src\osg\DisplaySettings.cpp(356):    if( (ptr =
getenv("OSG_SERIALIZE_DRAW_DISPATCH")) != 0)
  F:\c\OSG\OpenSceneGraph\src\osg\DisplaySettings.cpp(369):    if( (ptr =
getenv("OSG_NUM_DATABASE_THREADS")) != 0)
1 by default, 2 may help a little bit on multi-cores. set to #cores
  F:\c\OSG\OpenSceneGraph\src\osg\DisplaySettings.cpp(374):    if( (ptr =
getenv("OSG_NUM_HTTP_DATABASE_THREADS")) != 0)
1 by default, fgfs uses none. set to 0
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(805):    const char*
str = getenv("OSG_DATABASE_PAGER_PRIORITY");
neutral by default: set to LOW
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(842):    str =
getenv("OSG_DATABASE_PAGER_GEOMETRY");
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(843):    if (!str) str
= getenv("OSG_DATABASE_PAGER_DRAWABLE");
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(872):    if( (ptr =
getenv("OSG_DELETE_IN_DATABASE_THREAD")) != 0)
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(929):    if( (ptr =
getenv("OSG_DO_PRE_COMPILE")) != 0)
recently changed from default ON to OFF. set to ON
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(938):    if( (ptr =
getenv("OSG_MINIMUM_COMPILE_TIME_PER_FRAME")) != 0)
  F:\c\OSG\OpenSceneGraph\src\osgDB\DatabasePager.cpp(943):    if( (ptr =
getenv("OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME")) != 0)
  F:\c\OSG\OpenSceneGraph\src\osgUtil\Optimizer.cpp(61):    const char* env
= getenv("OSG_OPTIMIZER");
is this applied to all objects? maybe i look into this.
  F:\c\OSG\OpenSceneGraph\src\osgUtil\RenderBin.cpp(108):        const char*
str = getenv("OSG_DEFAULT_BIN_SORT_MODE");
may be relevant on some weird hw mixes.
  F:\c\OSG\OpenSceneGraph\src\osgViewer\ViewerBase.cpp(78):    const char*
str = getenv("OSG_THREADING");
default "SingleThreaded". set to "CullThreadPerCameraDrawThreadPerContext"

regards,
 yon

On Sun, Jan 11, 2009 at 11:55 PM, Frederic Bouvier <fredfgf...@free.fr>wrote:

>
> ----- "James Turner" a écrit :
>
> > On 11 Jan 2009, at 17:18, Frederic Bouvier wrote:
> >
> > > My findings on that is that the pager thread needs to compile
> > display
> > > list in the main loop, and this process is framerate dependent. At
> >
> > > that
> > > time of the initialisation, there is only the splashscreen on
> > screen,
> > > but its refresh rate slow down the loading process. For instance, I
> > > mesured it takes more than 1000 frames to display to correctly load
> > a
> > > terrain tile. Maybe there are parameters to tweak, like the number
> > of
> > > maximum display lists to compile each frames, and we could use more
> > > aggressive values until the scenery is displayed. Just a thought.
> >
> > Yon Uriarte has proposed a patch that limits the frame-rate to 60hz
> > during the splash screen. Would that fix the issue, by freeing up
> > cycles?
> >
> > The patch has been around since November and I ran it locally for many
> >
> > weeks without seeing any problems.
>
> As I understand it, if you limit the framerate, you limit the slots the
> pager has to compile objects, as compilation is done in the draw thread,
> between two frames. I tried to give more time and allow the compilation of
> more objects between two frames by calling
> setMinimumTimeAvailableForGLCompileAndDeletePerFrame and
> setMaximumNumOfObjectsToCompilePerFrame on the pager and on the renderer but
> for me it makes no difference (there is no problem for me, even in the Paris
> area ). That's why I built a Windows binary to allow people with the problem
> to test the possible solution.
>
> The binary is here :
>
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgrun+fgfs-osg-win32-20090111.zip
>
> -Fred
>
>
>
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