Hi Robert,
 
So, the osgDB::SharedStateManager not only applies to textures, but it also applies to state sets?
 
So if I had 527 files with 2 state sets each, I could potentially have 1,054 state changes?  Zoiks!
 
Looks like I should write some osg profiling, and see how many textures, and statesets I have loaded over time.  Then, I can try various ways to improve what pops out of that.
 

Zach

 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Thursday, August 24, 2006 09:20
To: osg users
Subject: Re: [osg-users] Paging performance on Windows

Hi Zach,

There is the osgDB::SharedStateManager writen to help share textures between successively loaded databases.  I haven't personally used in it in apps, but others have.  You can also tell the .ive plugin to write images externally.  See the src/osgPlugins/ive/ReaderWriterIVE.cpp for details on the options that control it.

Robert.

On 8/23/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
Yeah, I've tested this database on many different computers (not every test
of course).  Nvidia, ATI, Intel, AMD, SLI, etc.

Does anyone know how textures are shared?  Say I have 4 files that all have
the same texture embedded in them: A.ive, B.ive, C.ive, D.ive.  Or I have
one file that contains all the geometry of A, B, C, and D with the one
texture embedded in it.

1) A.ive,B.ive,C.ive,D.ive -> 4 duplicate textures
2) E.ive contains A,B,C,D geometry -> 1 texture

This also will apply to shared geometry.  Say I have a light bulb model that
is in each of the A, B, C, D ive files.  Is the geometry for the light bulb
reloaded 4 times?

This may be a factor.  My paged database contains a lot of duplicate
textures, and geometry.  This is why I was asking if there is anyway to
create an ive file that doesn't contain embedded textures.


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris Hanson
Sent: Wednesday, August 23, 2006 12:00
To: osg users
Subject: Re: [osg-users] Paging performance on Windows

Zach Deedler wrote:
> Hi Robert,
> One other thing apparently was a factor in fixing the hitching problem
> I was having.  I had to generate the database with larger tiles.  I
> used to have a checkerboard database of tiles, and each tile had about
> 4 paged files in it.  If I condense those 4 paged tiles into one large
> one, then I get better results.  Here is the investigation:

   This seems counter-intuitive.

   My experience has been that more, smaller pieces usually compile/download
more smoothly.

   I am not sure where to continue investigating.

   I don't recall, have you tested this on a computer with a significantly
different configuration? Different CPU and/or graphics card?

--
Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at
logrus
  "I set the wheels in motion, turn up all the machines, activate the
programs,
   and run behind the scenes. I set the clouds in motion, turn up light and
sound,
   activate the window, and watch the world go 'round." -Prime Mover, Rush.
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