Thank you Robert, now I'm trying to understand where my problems really come from.
I'm not sure, but it looks like that if I stop movies playback using ImageStream::pause() than I do NOT experience such performances problems, on the other hand, if I stop movies using ImageStream::rewind() I experience some problems very soon... do you think it is possible or maybe I'm doing something wrong somewhere else? By the way, how can I free some resources? I mean if I do not need a movie anymore should I remove its geode from the scene graph or maybe I could use some methods from ImageStream? And what is the purpose of ImageStream::quit() and ImageStream::releaseGLObjects()? do they free some memory? Thank you. Regards. Alessandro On 7/2/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Alessandro, Pausing an ImageStream should effectively put the thread to sleep so it won't consume many CPU cycles, the thread is still technically running though it hasn't been killed. Robert. On 7/2/07, alessandro terenzi <[EMAIL PROTECTED]> wrote: > I'm not sure to understand the problem... it looks like that the movie > plugins starts a background thread to "read" the movies, in particular one > thread per movie, and we can just start and stop movies via the ImageStream > interface, but this won't switch off the threading... my question is: a new > thread is used just to 'read' the movie or actually also to 'play' it? in > this case what happend to the thread if I use the 'pause' or 'rewind' > methods of ImageStream? will the thread stop or sleep? or the thread is > always running? > > Thanks. Best regards. > Alessandro > > > > On 7/2/07, Robert Osfield <[EMAIL PROTECTED]> wrote: > > Hi Alessandro, > > > > Sharing threads would be a nightmare to code and maintain, is > > certainly not an avenue that you'd want to pursue. > > > > With my work on Present3D I added to code to start and stop movies so > > that only a few are active at any one time, with big presentations > > there might be several dozen movies all loaded and we haven't seen > > major problems with this approach. > > > > Robert. > > > > On 7/2/07, alessandro terenzi <[EMAIL PROTECTED]> wrote: > > > I wonder if there can be a workaround to avoid to start a new thread for > > > each movie... in my application I need to open many movies but, > actually, > > > just one or two will be played at the same time, what could I do to use > the > > > same thread for different movies? ... I'm not sure, maybe I could reuse > the > > > same ImageStream? will this avoid new thread creation? or pheraps, > replacing > > > a movie's subgraph with another subgraph for the newly requested > > > movie?...maybe in this case there will be always just one thread alive > each > > > time? or there is another way you could suggest? > > > > > > Thank you. Best regards. > > > Alessandro. > > > > > > > > > > > > On 6/27/07, Robert Osfield < [EMAIL PROTECTED]> wrote: > > > > The movie plugins will start a background thread to read the movies - > > > > one per movie. You can start and stop movies via the ImageStream > > > > interface, this won't switch off the threading though. > > > > > > > > On 6/27/07, alessandro terenzi <[EMAIL PROTECTED]> wrote: > > > > > Thank you very much for the quick answer... > > > > > > > > > > ...overall the size of the models I load (ive files) is 200MB + > 180MB > > > for > > > > > some videos (avi, mpg, mov). > > > > > ...actually I realized that performances problems arise just with > the > > > videos > > > > > and not with the usual geometry... I'm trying to understand the > > > reason... > > > > > maybe the stream is always running from the moment I load the video > > > file? > > > > > and maybe I have to stop each stream... > > > > > > > > > > ..by the way my machine's ram is 2GB > > > > > > > > > > Regards. > > > > > Alessandro > > > > > > > > > > > > > > > On 6/27/07, Robert Osfield <[EMAIL PROTECTED] > wrote: > > > > > > Hi Alessandro, > > > > > > > > > > > > If the NodeMask is 0 then the intersection and cull traversals > should > > > > > > all ignore those subgraphs and shouldn't affect performance on > their > > > > > > own. > > > > > > > > > > > > Could it be that you are running out of memory? How big is each > model? > > > > > > Check the overal memory consumption as the models are loaded. > > > > > > > > > > > > W.r.t reducing the time it takes to introduce a new subgraph in > for > > > > > > the first time, the time cost is usually down to the compilation > of > > > > > > display lists and texture objects. Running the > > > > > > osgUtil::GLObjectsVisitor on these new subgraphs before viewing > can be > > > > > > done for each graphics context to ensure that everything is ready > when > > > > > > you need it. This will bump memory usuage though... > > > > > > > > > > > > Robert. > > > > > > > > > > > > On 6/27/07, alessandro terenzi <[EMAIL PROTECTED]> wrote: > > > > > > > I'm working on OSG+osgART and I'm experiencing performances > problems > > > > > when I > > > > > > > load many (50) 3D models in the scene. > > > > > > > > > > > > > > Actually, I load every single model when the application first > > > starts, I > > > > > > > attach them to the scenegraph but each model is displayed only > when > > > a > > > > > > > fiducial marker is recognized inside a videostream that is the > scene > > > > > > > background. But, actually, it looks like that every model is > taken > > > into > > > > > > > account for many computations (for example for mouse picking...) > > > even > > > > > though > > > > > > > it is not visible in the scene. To figure out what is happening > I > > > dumped > > > > > the > > > > > > > scene in a file and I realize that nodes corresponding to > > > not-visible > > > > > models > > > > > > > have the nodeMask set to 0x0 and cullingActive to true. > > > > > > > > > > > > > > Can you imagine why I'm experiencig such bad perfomances? If I > just > > > load > > > > > one > > > > > > > or few models, everything is fine... > > > > > > > When I say bad performances I mean, of course, low fps and, if > there > > > is > > > > > a 3d > > > > > > > video plane, also no smooth video playback...but the videostream > > > from > > > > > the > > > > > > > background is always smooth. > > > > > > > > > > > > > > I aslo have another problem, at startup I load each model and I > > > thought > > > > > that > > > > > > > they were put in some kind of cache, but I realize that > actually, > > > maybe, > > > > > > > they are not really loaded in ram until they are displayed, > because, > > > at > > > > > > > runtime, when a marker is recognized, it takes some time to > display > > > the > > > > > > > corresponding model (I guess because it is loaded in that moment > and > > > not > > > > > > > actually when the application started...) ... so my question is: > is > > > > > there a > > > > > > > way to pre-load object in a cache? > > > > > > > > > > > > > > Thank you. > > > > > > > Best regards. > > > > > > > Alessandro > > > > > > > _______________________________________________ > > > > > > > osg-users mailing list > > > > > > > [email protected] > > > > > > > > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > > > > > http://www.openscenegraph.org/ > > > > > > > > > > > > > _______________________________________________ > > > > > > osg-users mailing list > > > > > > [email protected] > > > > > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > > > > http://www.openscenegraph.org/ > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > osg-users mailing list > > > > > [email protected] > > > > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > > > http://www.openscenegraph.org/ > > > > > > > > > _______________________________________________ > > > > osg-users mailing list > > > > [email protected] > > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > > http://www.openscenegraph.org/ > > > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://openscenegraph.net/mailman/listinfo/osg-users > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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