Additional requests:

* The maketx command line you used to turn the exr's into textures.

* Have your app (renderer?), right before it destroys the texture system (or 
exits) call std::string stats = texturesystem->getstats(2), print the stats, 
and paste them in their entirety here.

* For one of the texture files (preferably whichever has the most time logged 
to it in the detailed stats), do a "oiiotool --info -v the_texture_file" and 
paste the it here.

I think with those, there is a good chance we'll be able to immediately 
diagnose the issue.



On Sep 10, 2014, at 4:27 PM, Stastny, Bret <[email protected]> wrote:

> Are your EXR files tiled?   If not that is where you want to start.  Then 
> mipmap them.
>  
> Dump the OIIO stats, and if you share those it will tell a lot.
>  
>  
> -bret
>  
>  
> From: Oiio-dev [mailto:[email protected]] On Behalf Of 
> Simon Smith
> Sent: Wednesday, September 10, 2014 2:59 PM
> To: OpenImageIO developers
> Subject: [Oiio-dev] Best Practises for using OII .....
>  
> 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.
>  
> _______________________________________________
> Oiio-dev mailing list
> [email protected]
> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org

--
Larry Gritz
[email protected]



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