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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