Re: [Flightgear-devel] Hardware bottleneck for building scenery
Hi Cullam, Curtis Olson wrote: > Just a real quick reply here ... there is some code setup so the > process will kill itself if it runs longer than some period or > consumes too much memory. This was setup because some data cases > would blow up and lead to infinite loops and infinite memory expansion > (within some of our external libraries.) > > You may want to eliminate this code or expand the thresholds. I ran into the same issue when building my France scenery. The code that Curt mentioned is in terragear-cs/src/BuildTiles/Main/main.cxx, search for "setrlimit" and modify the maximum CPU time allowed to the process. As a less "hackish" solution, you might want to try the client-server architecture of terragear which doesn't run into this problem (a new process is respawned for each tile). A basic how-to can be found in section 4 of this page: http://www.terragear.org/docs/scenery-tutorial/fg-scenery-tutorial.html The client/server architecture brings you the additional benefit that you can get a speed-up on multicore machines by running one client per CPU core. hope this helps Maxime -- Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Hardware bottleneck for building scenery
Just a real quick reply here ... there is some code setup so the process will kill itself if it runs longer than some period or consumes too much memory. This was setup because some data cases would blow up and lead to infinite loops and infinite memory expansion (within some of our external libraries.) You may want to eliminate this code or expand the thresholds. Regards, Curt. On Thu, Sep 24, 2009 at 10:47 AM, cullam Bruce-Lockhart wrote: > Hey gang. > > I'm working on a high resolution version of the scenery for my home, > Newfoundland. It's coming along VERY well, but I'm running into limitations > of what my computer can handle building. Essentially, I've cut the > fgfs-construct commands into the theoretically smallest allowable sizes: I'm > running the command around 4000 times, each time doing a 0.0625 by 0.125 > degree piece of scenery. Even while cutting the job up into such small > pieces, the process gets killed sometimes. However, the resulting scenery > looks fantastic, and runs fine. But I know that somewhere out there are > places where there will be strange artifact from a build that died > pre-maturely. > > My question is this: what is the hardware bottleneck here? As far as I can > tell, the system isn't running out of ram, as my monitored usage stays > around 200MB. I'm using a dual core processor, and for each build, it runs > one processor at 100% while the other idles around 5-10%. Each time it > starts work on a new piece, the processors switch workload. What needs to be > improved to keep a really complicated scenery build from being killed? > -cullam > > > __ > Looking for the perfect gift? Give the gift of Flickr! > > http://www.flickr.com/gift/ > > > -- > Come build with us! The BlackBerry® Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9-12, 2009. Register now! > http://p.sf.net/sfu/devconf > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Hardware bottleneck for building scenery
Hey gang. I'm working on a high resolution version of the scenery for my home, Newfoundland. It's coming along VERY well, but I'm running into limitations of what my computer can handle building. Essentially, I've cut the fgfs-construct commands into the theoretically smallest allowable sizes: I'm running the command around 4000 times, each time doing a 0.0625 by 0.125 degree piece of scenery. Even while cutting the job up into such small pieces, the process gets killed sometimes. However, the resulting scenery looks fantastic, and runs fine. But I know that somewhere out there are places where there will be strange artifact from a build that died pre-maturely. My question is this: what is the hardware bottleneck here? As far as I can tell, the system isn't running out of ram, as my monitored usage stays around 200MB. I'm using a dual core processor, and for each build, it runs one processor at 100% while the other idles around 5-10%. Each time it starts work on a new piece, the processors switch workload. What needs to be improved to keep a really complicated scenery build from being killed? -cullam __ Looking for the perfect gift? Give the gift of Flickr! http://www.flickr.com/gift/ -- Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel