Hi guys,

OK, I’m looking for some Best Practices and Do’s/Dont’s when using the OIIO 
system to manage textures and give simple access to the texture pixel values as 
and when needed. 

The problem is that we’re currently not getting the performance I might have 
expected once we start to use only a few input images. We are essentially using 
multiple 4k EXR’s and sampling them pretty much across their entirety during 
the process, but not linearly (as in, we might sample from multiple textures 
for each final pixel calculation).

What I’m finding is that once we start using only 3 or 4 of these with the high 
level texture system, the performance drops off dramatically.

I did test converting them to tx files (thinking that it would use just the 
lower mipmaps thus give better performance) but that did not seem to make any 
difference, so obviously we are doing something very wrong!

Before I went diving into the codebase to see what is happening I thought I’d 
just run a quick email by you guys who know how best to use the systems.

Should we be trying to only utilise one texture at a time perhaps, or should we 
be setting some of the texture system attributes to better utilise the system. 
When requesting pixel data from textures are there things we should be thinking 
about tailored to our situation so that the system runs smoothly. Should we 
actually not be using the higher level texture system but rather getting more 
down-and-dirty with the lower image level functionality.

Apologies for the raft of questions, but i’m 90% sure we are having the issues 
we are because we are not using the system properly, so hopefully you can share 
some pearly words of wisdom with me :)


Best Regards,
   Simon.

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