Gahhh... thanks for the heads up... @#$#@ Microsoft... I've disabled html and going to use plain text from now on.
----- Original Message ----- From: "Paul Speed" <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org> Sent: Thursday, July 03, 2008 3:54 AM Subject: Re: [osg-users] OSG thread profiling results are in!! > You are sending in code again. ;) > -Paul > > James Killian wrote: > > > > " > > We are using some particle effects pretty heavily, and we noticed (using > > filemon) that the smoke image file is being read over and over again, > > many times (perhaps once per frame). Is this possible? We are going to > > look into that next. Maybe we can cache the single image (state set)? > > " > > > > I found a way to cache the images. The Registry in osgDB has the > > ability to set options. It appears that _options is NULL by default, > > the options have a CACHE_IMAGES flag to use along with others. This > > works against any code that uses readImage(filename). There are others > > to explore too: > > > > Does anyone have any experience with using these options? is there any > > others that should or should not be used? > > > > > > > > James Killian > > > > ----- Original Message ----- > > *From:* [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]> > > *To:* OpenSceneGraph Users <mailto:osg-users@lists.openscenegraph.org> > > *Sent:* Wednesday, July 02, 2008 2:11 PM > > *Subject:* Re: [osg-users] OSG thread profiling results are in!! > > > > Hi Robert, > > > > I got the stats handler working on our scene and displaying. I am > > not sure I understand what the different numbers mean and how I > > might work with them. I can see the optimization effort is a big > > deal. I know it is beyond the scope of this group. Are there any > > resources out there to look at? > > > > I have finished the work you had already mentioned, like using png > > rather than bmp everywhere. We are also working on making sure our > > images are as small as possible. We are also going to work on using > > LOD. Since we are in space and most ships are far away, we are sure > > we can make a big jump there. I used osgUtil::Optimizer and that > > game me a few more frames. > > > > What are some other suggestions? > > > > We are using some particle effects pretty heavily, and we noticed > > (using filemon) that the smoke image file is being read over and > > over again, many times (perhaps once per frame). Is this possible? > > We are going to look into that next. Maybe we can cache the single > > image (state set)? > > > > Thanks > > -- Rick > > > > On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield > > <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote: > > > > On Sat, Jun 28, 2008 at 4:35 PM, James Killian > > <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> > > wrote: > > > The thread profiler does provide detailed information of > > every threaded > > > activity at any given time. I just wish there was some way > > to present the > > > information given that would be more meaningful to the group. > > > > > > What would be great is to have a big balanced scene that can > > put OSG Viewer > > > to the test in a way where it puts equal intense stress on > > update, culling, > > > and draw dispatch. What I'd hope to see is the draw dispatch > > be on a > > > separate thread, where that thread showed mostly I/O > > activity, and the cpu > > > activity on other threads. > > > > The osgViewer::StatsHandler will display update, event, cull, draw > > dispatch on all systems and draw GPU stats. The GPU stats > > require an > > OpenGL extension that I've only seen Nvidia implement so far, so you > > won't see this stats printed out on all systems. > > > > Also record a camera path/game sequence that you can use for > > benchmarking so that every run the app does the same thing, then > > you'll be able to study the effects that changes you make have on > > final performance. You'll also be able to study the above stats to > > where the problems occur in your scene. > > > > As a small note, the OSG in CullDrawThreadPerContext, > > DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run > > graphics in a separate thread. > > > > Robert. > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > <mailto:osg-users@lists.openscenegraph.org> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > -- > > >> Rick > > Check us out at http://fringe-online.com/ > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > http://lists.openscenegraphorg/listinfo.cgi/osg-users-openscenegraph.org > > > > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org