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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