Hi all,
I've just received some comments from the NVIDIA driver team.
"If we didn't CPU spin in the driver and instead use the
OS-provided "waitforvblank" function, when you drive OpenGL from two
threads, you get an awful stutter & performance because one thread is
inside the OS blocking the oth
Hi Robert,
You mention that the problem is hanging somewhere in the new texture object
management code; I have seen osgcatch hang on exit before your new object
management code was added.
This leads me to believe that either the two issues are separate, or they are
both related to the same th
Hi J-S,
Thanks. I've just sent them an email now.
Regards,
Kim.
> Date: Sun, 20 Sep 2009 19:51:33 -0400
> From: jean-sebastien.g...@cm-labs.com
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] OSG CPU Utilization
>
> Hi Kim,
>
> > What does everyone suggest the way for me
08:11:07 +0200
> From: jpdelp...@csir.co.za
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] OSG CPU Utilization
>
> Hi Kim,
>
> Kim Cheung wrote:
> > Hi all,
> >
> > I really appreciate all of the feedback.
> >
> > Chris:
> &
raph.org
> Subject: Re: [osg-users] OSG CPU Utilization
>
> Hi Kim,
>
> Kim Cheung wrote:
> > Hi all,
> >
> > I really appreciate all of the feedback.
> >
> > Chris:
> >
> > Yes, I tested osgviewer.exe in release-mode with the cow.osg model
Hi all,
I really appreciate all of the feedback.
Chris:
Yes, I tested osgviewer.exe in release-mode with the cow.osg model, and the
problem is always reproducible.
It seems the spinlock is occurring somewhere in the
OpenThreads::StartPrivateAction::StartThread thread, if that helps at all.
Date: Thu, 17 Sep 2009 09:45:13 +0200
> From: u.hertl...@sandbox.de
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] OSG CPU Utilization
>
> Hi Kim,
>
> On 17/09/09 7:08 AM, Kim Cheung wrote:
> > Hello all, I've been seeing a problem with high CP
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