From: Adams, P. ERDC-ITL-MS C. <Pau...@er...> - 2005-02-22 15:45:56
|
Brian Paul wrote: > Display lists and tilesort will always be a troublesome area. I think = > I've explained in the past (perhaps on the chromium-devel list) some=20 > of the issues. One primary issue is state-tracking and knowing how GL = > state gets changed by display lists. >=20 > Have you tried the 'dlist_state_tracking' option in the tilesort SPU? >=20 > You might also try setting 'bucket_mode' =3D 'Broadcast' to see if = that=20 > makes any difference. Thanks for the help Brian. I stumbled across the answer while trying your suggestions. But first, dlist_state_tracking=3D1 in my = configuration file and whether 'bucket_mode' =3D 'Broadcast' or 'Uniform Grid' had no effect. The stumbled-upon solution was to implement a switch in the code to=20 flip from Display Lists to Immediate Mode rendering just as in the city=20 demo. When Display Lists is rendered first, I am missing 4 out of the=20 5 textures. When I flip to Immediate Mode rendering, I now have all=20 5 of the textures, but the performance is abysmal at 1.5 fps. When I=20 flip back to Display Lists rendering, I now have all 5 of the textures=20 and the performance jumps up to 65.3 fps. =20 My previous workaround was to use the building painted with just one=20 texture which gave me 191 fps. On a single node, not using Chromium,=20 at 1600x1200, the 5-textured building performs at 225.3 fps. At any rate, I am happy with the performance and that it is finally working. Again, thanks for the help. Paul Adams Scientific Visualization Lead ERDC MSRC - Vicksburg, MS 601.634.2861 (SVC Lab) 601.634.4616 (Office) |