Also, if you use texturesystem->attribute(...) to change any of the defaults in 
how the TS operates, please paste those lines here as well.


On Sep 10, 2014, at 5:31 PM, Larry Gritz <[email protected]> wrote:

> 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]
> 
> 
> 
> _______________________________________________
> Oiio-dev mailing list
> [email protected]
> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org

--
Larry Gritz
[email protected]



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