Hi to everybody, I'm having a problem under OSX with the osgviewer implementation. The application is using only 5 to 10% of the processor power, because the most part of the time it is waiting on a mutex inside the osgViewer::ViewerBase::renderingTraversals() call.
Exactly the same code (I'm creating a multi-platform application) under windows works like a charm; I can't try under linux. My laptop is a Macbook Core2Duo, with an integrated Intel graphics card. Actually I'm using osg 2.4.0, but I tried with the version 2.6.0 too and there is the same problem. Attached the call graph, with the number of milliseconds spent on each function call (out of a total time of 3 sec). As you can see, the renderingTraversal call performs 2 sub-calls: OpenThreads::Condition::wait(...) and osgViewer::Renderer::cull(), but it waits for a huge amount of time (more than 95%). Call graph: 2091 Thread_2503 2091 start 2091 main 2091 simpleGraphicsLoop() 2089 graphics::GraphicsManager::update() 2075 osgViewer::ViewerBase::renderingTraversals() 2049 OpenThreads::Condition::wait(OpenThreads::Mutex*) 2049 pthread_cond_wait 2049 _pthread_cond_wait 2041 semaphore_wait_signal_trap 2041 semaphore_wait_signal_trap 8 _pthread_cond_wait 24 osgViewer::Renderer::cull() 17 osgUtil::SceneView::cull() It's easy to reproduce the "problem" with the standard "osgviewer" example distributed with the library. Does somebody encountered the same problem and, hopefully, solved it in some way? or there is some workarounds? or maybe I'm making some stupid mistake... Thanks! Davide Bacchet
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