Re: [osg-users] Shadow Map and threading mode

2008-03-21 Thread Robert Osfield
HI Wojtekm

>From my experience NVidia drivers work great under X11, either via
twin view, or multiple cards driving multiple windows.  So I don't
think it's a case of NVidia needing to support OSG better, rather just
improve there Windows drivers.  It might be that OSG developers/users
tend to be at the professional end of the market so more likely to
drive multiple monitors/cards.  That does lead us on to the lack of
support for this market segment.

Personally I'd rather ATI/AMD and NVidia spend more time doing better
support for multi-monitors, and multi-threaded multi-contexts and let
us control the compositing than doing silly marketing driven stuff
like SLI and Crossfire.

Robert.


On Thu, Mar 20, 2008 at 7:44 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> Hi J-S,
>
>
>  > That may be a problem because we're always in multiscreen mode here,
>  > both simulators and developers. On Windows XP we use horizontal span
>  > mode, but on Vista it doesn't exist anymore so we use DualView...
>
>  > It's a bit disturbing to see that the behaviour is so wildly different
>  > from one driver to another. I'd have thought that if games work (and all
>  > games have shadows nowadays) then we'd be able to make it work too, but
>  > I guess it might be up to better support for DirectX than for OpenGL in
>  > the drivers...
>
>  Plus normal user usually has one monitor :-(. It would be good If we could
>  get some NVidia support for OSG. Maybe we should try to write to their
>  developers forum but this is particularly difficult problem and my personal
>  experience with them isn't too encouraging. Some time ago I reported few
>  issues - got the reply only once. So I stopped trying. I am sure it would be
>  different if I was from Epic or ID software, though... I am curious what are
>  other users opinions. I guess some folks on this forum might had worked with
>  some of NVidia engineers in the past. Maybe they can do something about
>  this...
>
>  Cheers,
>  Wojtek
>
>  PS. Hey, I am ready to swallow my words and apologize if someone from NVIdia
>  is eager to help ;-)
>
>
>
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Re: [osg-users] Shadow Map and threading mode

2008-03-21 Thread Wojciech Lewandowski
J-S,

I have found few minutes to do the test again at work. Only thing I changed 
was the drivers. I went back to antique 94.24 version.

Test WORKS with these drivers.

Only case when it fails is when I run on two monitors. But two monitor 
issues are even worse than multithreading issues and here I am almost 99% 
sure, fault is in the drivers part. I don't event want to talk about all the 
problems with dual view I had in the past ;-)

Cheers,
Wojtek

- Original Message - 
From: "Jean-Sébastien Guay" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" 
Sent: Thursday, March 20, 2008 2:28 PM
Subject: Re: [osg-users] Shadow Map and threading mode


> Hello Wojtek,
>
>> I did the test at home. I have really crappy machine there. WinXP Athlon 
>> XP
>> 1700 and AGP GeForce 6200 (drivers ver 169.28). And guess what ? It works
>> ;-).
>
> Hmmm. I wonder if I went back to similar drivers here and tried it... I
> might try that early next week (I have a deadline to meet today, and
> tomorrow is off in Canada for Easter).
>
> Thanks for continuing your testing! I'm still not discounting the
> possibility that it's a combination of something to tweak in OSG *and*
> some driver weirdness that causes this, but at least we're getting some
> data about the problem (and I'm relieved to not be the only one seeing 
> it).
>
> J-S
> -- 
> __
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> http://whitestar02.webhop.org/
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Re: [osg-users] Shadow Map and threading mode

2008-03-20 Thread Wojciech Lewandowski
Hi J-S,

> That may be a problem because we're always in multiscreen mode here,
> both simulators and developers. On Windows XP we use horizontal span
> mode, but on Vista it doesn't exist anymore so we use DualView...

> It's a bit disturbing to see that the behaviour is so wildly different
> from one driver to another. I'd have thought that if games work (and all
> games have shadows nowadays) then we'd be able to make it work too, but
> I guess it might be up to better support for DirectX than for OpenGL in
> the drivers...

Plus normal user usually has one monitor :-(. It would be good If we could
get some NVidia support for OSG. Maybe we should try to write to their
developers forum but this is particularly difficult problem and my personal
experience with them isn't too encouraging. Some time ago I reported few
issues - got the reply only once. So I stopped trying. I am sure it would be
different if I was from Epic or ID software, though... I am curious what are
other users opinions. I guess some folks on this forum might had worked with
some of NVidia engineers in the past. Maybe they can do something about
this...

Cheers,
Wojtek

PS. Hey, I am ready to swallow my words and apologize if someone from NVIdia
is eager to help ;-)

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Re: [osg-users] Shadow Map and threading mode

2008-03-20 Thread Jean-Sébastien Guay
Hello Wojtek,

> I have found few minutes to do the test again at work. Only thing I changed 
> was the drivers. I went back to antique 94.24 version.
> Test WORKS with these drivers.

Nice, more data!

> Only case when it fails is when I run on two monitors. But two monitor 
> issues are even worse than multithreading issues and here I am almost 99% 
> sure, fault is in the drivers part. I don't event want to talk about all the 
> problems with dual view I had in the past ;-)

That may be a problem because we're always in multiscreen mode here, 
both simulators and developers. On Windows XP we use horizontal span 
mode, but on Vista it doesn't exist anymore so we use DualView...

It's a bit disturbing to see that the behaviour is so wildly different 
from one driver to another. I'd have thought that if games work (and all 
games have shadows nowadays) then we'd be able to make it work too, but 
I guess it might be up to better support for DirectX than for OpenGL in 
the drivers...

J-S
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Re: [osg-users] Shadow Map and threading mode

2008-03-20 Thread Jean-Sébastien Guay
Hello Wojtek,

> I did the test at home. I have really crappy machine there. WinXP Athlon XP 
> 1700 and AGP GeForce 6200 (drivers ver 169.28). And guess what ? It works 
> ;-).

Hmmm. I wonder if I went back to similar drivers here and tried it... I 
might try that early next week (I have a deadline to meet today, and 
tomorrow is off in Canada for Easter).

Thanks for continuing your testing! I'm still not discounting the 
possibility that it's a combination of something to tweak in OSG *and* 
some driver weirdness that causes this, but at least we're getting some 
data about the problem (and I'm relieved to not be the only one seeing it).

J-S
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Re: [osg-users] Shadow Map and threading mode

2008-03-20 Thread Wojciech Lewandowski
Hi J-S,

I did the test at home. I have really crappy machine there. WinXP Athlon XP 
1700 and AGP GeForce 6200 (drivers ver 169.28). And guess what ? It works 
;-). Since its single core machine and agp it still does not bring us closer 
to answering the question whether OSG or Driver fails, but at least there is 
one case when it works ;-)

Since this machine is single core osgshadow starts with SingleThreaded mode. 
But I did aditional test - I forced it to start with 
CullDrawThreadPerContext. And in this case problem appears again. After 
pressing 'm' couple times shadow map freezes. So reasumming when is start in 
SingleThreaded mode it works. When it starts in CullDrawThreadPerContext it 
stops working. Interesting isn't it ? Had no more time to continue 
experiments maybe will do more on weekend.

It would be interesting if somebodey with single core machine and decent PCI 
express GeForce did the test...

Cheers,
Wojtek



- Original Message - 
From: "Jean-Sébastien Guay" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" 
Sent: Tuesday, March 18, 2008 4:45 PM
Subject: Re: [osg-users] Shadow Map and threading mode


> Hi Wojtek,
>
>> I was on vactions. But if you are still interested I did the test you
>> wanted.
>
> Of course I am interested. :-) Thanks for testing. Seems like the more
> recent nVidia drivers give problems when switching threading modes, and
> older ones are OK. Unfortunately I am on Vista so using old drivers
> usually gives me other problems :-(
>
> Anyways, I think we'll chalk it down to a driver bug until more
> information is available. Thanks again for testing.
>
> J-S
> -- 
> __
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> http://whitestar02.webhop.org/
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Re: [osg-users] Shadow Map and threading mode

2008-03-18 Thread Jean-Sébastien Guay
Hi Wojtek,

> I was on vactions. But if you are still interested I did the test you
> wanted. 

Of course I am interested. :-) Thanks for testing. Seems like the more 
recent nVidia drivers give problems when switching threading modes, and 
older ones are OK. Unfortunately I am on Vista so using old drivers 
usually gives me other problems :-(

Anyways, I think we'll chalk it down to a driver bug until more 
information is available. Thanks again for testing.

J-S
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Re: [osg-users] Shadow Map and threading mode

2008-03-18 Thread Wojciech Lewandowski
Hi J-S,

I was on vactions. But if you are still interested I did the test you
wanted. I have added ThreadingHandler to shadow example. Pressing m does not
crash the program but freezes shadow map. Shadow map is no longer refreshed.
I did the same quick test with prerender example and results are similar. So
 the issue is wider and might be related to RTT camera usage. I also did
 prerender test with -fb (render to frame buffer switch) and everyting 
worked
 correctly.

 My machine is Athlon 64 X2, GeForce 7800 GTX, Windows XP (drivers ver
 169.44). Tested on Single Monitor and Dual Monitor with all possible
 multithreading optimization choices from NVidia control panel. None of the
 NVidia options seemed to fix the results.

 Cheers,
 Wojtek


> - Original Message - 
> From: "Jean-Sébastien Guay" 
> <[EMAIL PROTECTED]>
> Newsgroups: gmane.comp.graphics.openscenegraph.user
> To: "OpenSceneGraph Users" 
> <[EMAIL PROTECTED]>
> Sent: Monday, March 10, 2008 7:35 PM
> Subject: Re: Shadow Map and threading mode
>
>
>> Hi all,
>>
>> So since no one has replied, I gather no one else has had any problems
>> changing the threading mode when shadows are enabled (for example, in
>> the osgshadow example)?
>>
>> J-S
>>
>>
>>> Hello,
>>>
>>> I was wondering if there were any known problems related to using
>>> osgShadow::ShadowMap and changing the threading mode.
>>>
>>> In the osgshadow example (SVN), if I change the threading mode (I added
>>> a threading handler to it) my graphics driver crashes.
>>>
>>> In our own software based on OSG 2.2 and using a CompositeViewer, on
>>> some machines the problem is more interesting (after a fashion): when
>>> the threading mode is changed, the shadow stops moving with the mobile
>>> object which causes it (i.e. it stays where it was when the threading
>>> mode changed, apparently not updating anymore).
>>>
>>> On my own machine it just crashes as well, like the SVN version, but on
>>> others that's what happens. I haven't double-checked on those machines
>>> what happens with the osgshadow example though.
>>>
>>> So, I just want to know if I should expect it to work or if that's
>>> something that's expected not to work for now.
>>>
>>> This is on Windows (XP / Vista), nVidia 7900 and 8800 cards.
>>>
>>> Thanks,
>>>
>>> J-S
>>
>>
>> -- 
>> __
>> Jean-Sebastien Guay 
>> [EMAIL PROTECTED]
>>http://www.cm-labs.com/
>> http://whitestar02.webhop.org/
> 

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Re: [osg-users] Shadow Map and threading mode

2008-03-12 Thread Raymond de Vries
btw I seem to see a rendering artifact: the effect is that a large poly 
seems to be above the scene, resulting in a rotating shadow. As far as I 
remember this was not here in version 2.2.0... see the attached image.


best regards
Raymond


Jean-Sébastien Guay wrote:

Hello Alberto,

  
Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP 
x86_64):


Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.
Threading model 'DrawThreadPerContext' selected.
Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.
Threading model 'DrawThreadPerContext' selected.
Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.



Interesting. I'll wait to see if someone can test on Windows too.

Thanks for testing,

J-S
  


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Re: [osg-users] Shadow Map and threading mode

2008-03-12 Thread Raymond de Vries
Hi,

I've tested as you suggested and there is a difference between my single 
core laptop and dual core desktop. This is what I did:

* explicitly specified ShadowMap via -sm
* I used yesterdays svn (had to add 2 dummy implementations in
  SceneGraphBuilder.cpp) version on Windows XP, debug mode MS Visual
  Studio 2005
* Desktop Windows XP, driver version 6.14.11.6921 (12/5/2007),
  GeForce 7950 GX2, working fine
* Laptop Dell Inspiron 8600 (= single core), driver version
  6.14.11.6218 (6/29/2007), osgshadow stops when "Threading model
  'CullThreadPerCameraDrawThreadPerContext' selected.". It does not
  crash or so, breaking in VS reports that "The process appears to
  be deadlocked (or is not running any user-mode code). All threads
  have been stopped"

Do you want me to test anything else? Or want any other info?

best regards
Raymond

btw my laptop did reveal another issue some time ago with the 
multi-texturing btw (ie single threaded issue), also reported on the list

Jean-Sébastien Guay wrote:
> Hello Alberto,
>
>   
>> Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP 
>> x86_64):
>>
>> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
>> Threading model 'SingleThreaded' selected.
>> Threading model 'CullDrawThreadPerContext' selected.
>> Threading model 'DrawThreadPerContext' selected.
>> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
>> Threading model 'SingleThreaded' selected.
>> Threading model 'CullDrawThreadPerContext' selected.
>> Threading model 'DrawThreadPerContext' selected.
>> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
>> Threading model 'SingleThreaded' selected.
>> Threading model 'CullDrawThreadPerContext' selected.
>> 
>
> Interesting. I'll wait to see if someone can test on Windows too.
>
> Thanks for testing,
>
> J-S
>   

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Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Jean-Sébastien Guay
Hello Alberto,

> Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP 
> x86_64):
> 
> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
> Threading model 'SingleThreaded' selected.
> Threading model 'CullDrawThreadPerContext' selected.
> Threading model 'DrawThreadPerContext' selected.
> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
> Threading model 'SingleThreaded' selected.
> Threading model 'CullDrawThreadPerContext' selected.
> Threading model 'DrawThreadPerContext' selected.
> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
> Threading model 'SingleThreaded' selected.
> Threading model 'CullDrawThreadPerContext' selected.

Interesting. I'll wait to see if someone can test on Windows too.

Thanks for testing,

J-S
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Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Alberto Luaces
El Tuesday 11 March 2008 13:59:12 Jean-Sébastien Guay escribió:
> You can just add
>
>  viewer.addEventHandler( new osgViewer::ThreadingHandler() );
>
> to the osgshadow example (around where the other handlers are added) and
> comment this line:
>
>  //viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
>
> You'll see that even when the viewer starts in a mode other than
> SingleThreaded, it runs fine. Press 'm' - in my case that makes my
> graphics driver crash ("graphics driver has stopped responding and has
> recovered" message in the system tray). Does it do that for you?

Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP 
x86_64):

Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.
Threading model 'DrawThreadPerContext' selected.
Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.
Threading model 'DrawThreadPerContext' selected.
Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.

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Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Jean-Sébastien Guay
Hello Raymond,

> Do you have an example which I can try. Then I can give it a try here, 
> on a couple of machines.

You can just add

 viewer.addEventHandler( new osgViewer::ThreadingHandler() );

to the osgshadow example (around where the other handlers are added) and 
comment this line:

 //viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

You'll see that even when the viewer starts in a mode other than 
SingleThreaded, it runs fine. Press 'm' - in my case that makes my 
graphics driver crash ("graphics driver has stopped responding and has 
recovered" message in the system tray). Does it do that for you?

I appreciate your testing. Thanks,

J-S
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Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Raymond de Vries
Hi J-S,

Do you have an example which I can try. Then I can give it a try here, 
on a couple of machines.

Bye
Raymond




Jean-Sébastien Guay wrote:
> Hi all,
>
> So since no one has replied, I gather no one else has had any problems 
> changing the threading mode when shadows are enabled (for example, in 
> the osgshadow example)?
>
> J-S
>
>
>   
>> Hello,
>>
>> I was wondering if there were any known problems related to using 
>> osgShadow::ShadowMap and changing the threading mode.
>>
>> In the osgshadow example (SVN), if I change the threading mode (I added 
>> a threading handler to it) my graphics driver crashes.
>>
>> In our own software based on OSG 2.2 and using a CompositeViewer, on 
>> some machines the problem is more interesting (after a fashion): when 
>> the threading mode is changed, the shadow stops moving with the mobile 
>> object which causes it (i.e. it stays where it was when the threading 
>> mode changed, apparently not updating anymore).
>>
>> On my own machine it just crashes as well, like the SVN version, but on 
>> others that's what happens. I haven't double-checked on those machines 
>> what happens with the osgshadow example though.
>>
>> So, I just want to know if I should expect it to work or if that's 
>> something that's expected not to work for now.
>>
>> This is on Windows (XP / Vista), nVidia 7900 and 8800 cards.
>>
>> Thanks,
>>
>> J-S
>> 
>
>
>   

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Re: [osg-users] Shadow Map and threading mode

2008-03-10 Thread Jean-Sébastien Guay
Hi all,

So since no one has replied, I gather no one else has had any problems 
changing the threading mode when shadows are enabled (for example, in 
the osgshadow example)?

J-S


> Hello,
> 
> I was wondering if there were any known problems related to using 
> osgShadow::ShadowMap and changing the threading mode.
> 
> In the osgshadow example (SVN), if I change the threading mode (I added 
> a threading handler to it) my graphics driver crashes.
> 
> In our own software based on OSG 2.2 and using a CompositeViewer, on 
> some machines the problem is more interesting (after a fashion): when 
> the threading mode is changed, the shadow stops moving with the mobile 
> object which causes it (i.e. it stays where it was when the threading 
> mode changed, apparently not updating anymore).
> 
> On my own machine it just crashes as well, like the SVN version, but on 
> others that's what happens. I haven't double-checked on those machines 
> what happens with the osgshadow example though.
> 
> So, I just want to know if I should expect it to work or if that's 
> something that's expected not to work for now.
> 
> This is on Windows (XP / Vista), nVidia 7900 and 8800 cards.
> 
> Thanks,
> 
> J-S


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