On Jan 27, 2012, at 4:12 PM, Jason Daly wrote:

> 
> On 01/27/2012 04:17 PM, Doug McCorkle wrote:
>> We run a very similar system with 5 quadro cards and do not run into these 
>> problems with very large models. We are using VR Juggler though. I mention 
>> this because it would be very straight forward to use one of the sample OGL 
>> VR Juggler examples as a test application that would load an OBJ file or 
>> something to provide a raw OGL benchmark for the hardware. You could also 
>> use one of the sample OSG applications to do a comparison to at least 
>> provide a place to start working from in terms of figuring out your core 
>> issues.
> 
> Hi, Doug,
> 
> It may not have been easy to find in the mountain of text from the original 
> post, but I did end up writing a multithreaded pure OpenGL program in an 
> effort to eliminate OSG as the culprit.  Since we ultimately ended up getting 
> a similar frame rate drop in both OSG and OpenGL,
Interesting. I did not catch that comment in your earlier posts. I will need to 
go back and read those posts more carefully to look at the data structure 
issues you are referring to.

> we pretty much have eliminated OSG as the culprit.

This is an interesting problem.

Doug

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