Hi Michael,
On Mon, 2005-09-19 at 09:50 +0200, michael ortega wrote:
> Hi Dirk,
>
> I rescue the data image pointer (getData), I change it in each loop and I do
> not do a setData.
> I also use now a linear filter (setFilter(GL_LINEAR)).
> The frequency seems to a little higher, but still around 20fps.
>
> However, your example provides little more than 100fps.
That's true, but it doesn't have to read the image from a camera. Have
you tried changing it to do that?
> Perhaps, it's because I use threads and clustering (on the same machine or
> not) ??
> Your example provide 100fps. I suppose it will fall to 50fps if I use two
> viewports.
> Perhaps I can suppose that the adding of threads and clustering, allow to
> come down to 20 fps.
> What do you think about these remarks?
When the cluster comes into the picture the network quickly becomes a
bottleneck, so dropping speed there doesn't surprise me much. Even if
the connection is to the same machine, moving data around through the
network stack is not going to be free.
Are you running multiple graphics processes on a single machine in that
test case? In general that's a bad idea, as graphics hardware is not
that great at switching contexts all the time. Try running with just one
output window and multiple threads/cluster on one system and see if that
makes a difference.
Just using two viewports with the same background should be cheap, as
the cost is uploading the texture (or are those two different
textures?).
Honestly, getting 20 fps with an uncompressed live video stream over a
network is not that bad really. ;)
Yours
Dirk
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