Thanks!

2009/12/22 Robert Osfield <robert.osfi...@gmail.com>

> Hi Maxim,
>
> It sounds like the compilation of OpenGL objects is causing the frame
> drop.  The new default for the DatabasePager is for the incremental
> pre compilation to be turned off, and for databases that are well
> balanced this doesn't cause problems with frame drops as the number of
> new objects per frame is kept modest so one doesn't get close to
> breaking frame when the new objects come in.
>
> For databases where there are lots of OpenGL objects that are
> introduced at once you can switch back on the incremental pre compile,
> the tells the DatabasePager to record all the OpenGL objects that need
> compiling and then on each frame compile as many as it can within
> specified time and number limits.  The incremental compile reduces the
> overhead per frame so reduces the chances of breaking frame, however,
> it also increases the amount of time it takes to prepare a scene graph
> before it can be merged with the main databases - so there is higher
> latency between requesting a tile and when it's served up.
>
> To switch on the pre compile use:
>
>   viewer.getDatabasePager()->setDoPreCompile(true);
>
> There is a whole suite of methods relating to the fine control of pre
> compile in the DatabasePager so have a look over the headers.
>
> The other thing you could do is improve the suitability of your
> databases so that it's better balanced - for instance switching
> between LOD levels shouldn't introduce so much geometry/textures at
> one time.  Try to create a quad tree paged database where each tile is
> divided in four, and each child contains roughly the same amount of
> geometry and textures as it's parent.   Such a well balanced database
> won't suddenly introduce lots of geometry and textures in one go.
>
> Robert.
>
> On Tue, Dec 22, 2009 at 4:20 PM, Maxim Gammer <maxgam...@gmail.com> wrote:
> > Hi everybody,
> >
> > I've got a problem - FPS falls down from 100 to 2-3 for 1-2 seconds
> > during first load of "more detailed level" of PageLODs (when they're
> > first seen). We suppose it's because of object "compilation" (there
> > are messages about textures loading etc. on the console). FPS also
> > falls down when we look at newly loaded objects.
> >
> > Is it possible to "compile" objects prior to their rendering? How to
> > set up the PageLOD?
> >
> > Or maybe there are other ways to solve that?
> >
> >
> > --
> > Maxim Gammer
> >
> >
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> >
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> >
> >
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-- 
Maxim Gammer
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