Hi Allen,

I know you have your marketing head on, but technically I'm not too 
worried about this one.

Allen Bierbaum wrote:
> It looks like OSG just released a new version (that was pretty quick).
>
> See: http://www.openscenegraph.org/osgwiki/pmwiki.php/News/News#osg_1.2
>
> The main things they have added are:
>
>     * Support for Windows 64 build
>   
We got that.
>     * Support for IBM's AIX operating system, bringing the total number
>       of supported operating systems to 8.
>   
I really don't care about systems that have 0.01% market relevance. even 
inside IBM nobody's using AIX any more. When I visited the graphics 
group and asked for AIX they looked at me pretty weird. ;)
>     * COLLADA plugin support for both the reading and writing of COLLADA
>       1.4 .dae files. 
>   
That's a nice one, admitted.
>     * Processor affinity support allowing application to lock cull-draw
>       and database processes to specific processors, thereby avoiding
>       cache coherency problems associated with processes moving from
>       processor to processor.
>   
That's a trivial thing to add to the Thread abstraction. AFAIK from the 
source they don't do anything automatic, you have to tell the system 
which processor you want to run each thread on.
>     * A Texture Atlas builder has been added to the database
>       optimization classes, allowing either manual or automated setting
>       up of texture atlas. Using texture atlas can improve performance
>       by reducing the number of state changes required to render a
>       scene, and by allowing databases to batched in large groups of
>       geometry, in a form that better suits modern graphics architectures.
>   
That's not a bad one, but the implementation is the simplest possible 
way and not very efficient in terms of texture memory use (simple linear 
greedy fitting). It will probably still give a speed boost for many 
cases, but there's not a lot to it. They seemed to have taken good care 
of all the corner cases though, which is one of the main problems for 
these kinds of things.
>     * GPU timing stats have been added to the viewer class, provided the
>       time taken to process allow drawing operations down on the GPU for
>       the previous frame. Coupled with the existing timing of CPU
>       update, cull and draw dispatch the stats reporting now provides
>       the end user with a clearer idea of whether their application is
>       CPU or GPU limited and server as a better guide to performance
>       optimization work
>   
I've been thinking about adding that one. It's easy to do for leaves, 
but because of the out-of-order rendering I couldn't find a good way of 
doing it for interior nodes.
> Is anyone interested in porting any of that over to OpenSG?  I know I 
> would be interested in have the Texture Atlas, 
OSG has an advantage with their local state overrides there, so that 
will be harder in OpenSG. I've been interested in Texture Atlass before, 
but more for normal map generation, which is a much harder problem and 
one that I javen't found a nice solution for. Note that both NVidia and 
ATI have free tools for creating those, so if you need them take a look 
at those.
> GPU timing information, 
>   
Leaves: easy. I can give hints how to do it. No time to do it myself 
right  now. :(
> and processor affinity.  
Trivial.
> Is there anything we can learn from their 
> COLLADA loader and writer?  It also sounds like they have 
> multi-processor rendering 
I'm not sure where you got that from, especially in light of Don's 
answer to my mt-safety post.
> which we have coming in OpenSG 2.0, but is 
> there any way to get that into 1.8?
>   
Not easily. Too much stuff inside the Action, not enough in the 
DrawTree. Possible, but messy.

Yours

    Dirk


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