Dirk Reiners wrote:

>    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. ;)
>  
>
Agreed.

>>    * COLLADA plugin support for both the reading and writing of COLLADA
>>      1.4 .dae files. 
>>  
>>    
>>
>That's a nice one, admitted.
>  
>
So can we build off of it?

>>    * 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.
>  
>
If it is trivial, can we get it in for OpenSG 1.8. It may be trivial, 
but it can also be critical in some cases.

>>    * 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.
>  
>
So if it has a simple implementation could we port it over to OpenSG 
fairly easily?

Anyone interested in doing this????

>>    * 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.
>  
>
I would be intersted in working with you on this for OpenSG 2.0. I would 
really like to get some of these stats.

>>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.
>  
>
Approximately how much effort would this take? Is it a weekend project 
or a master's thesis?

>>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.
>  
>
They have some basic support for cull-draw and database processes.

>>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.
>  
>
How soon until it can be in 2.0? :)

-Allen

>Yours
>
>    Dirk
>
>
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>  
>


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http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642
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