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/
> > > > > > >
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> > > > > >
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