From: Brian P. <bri...@tu...> - 2005-10-19 16:11:37
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Qinghuai Gao wrote: > Resend: correct the subject. > > A quick question: how 3d texture is handled in tilesort spu? I have a > volume rendering demo that partitions a large volume into bricks and > display lists are generated on each of the bricks to slice the volume. > However, no matter what configuration parameters I set to tilesort, all > the render servers have all the bricks of the texture (when I observed > the memory that crserver process used). Here is typically what I used > in the conf file: > > tilesortspu = SPU('tilesort') > tilesortspu.Conf('auto_dlist_bbox', 1) > tilesortspu.Conf('dlist_state_tracking', 1) > tilesortspu.Conf('bucket_mode', 'Uniform Grid') > tilesortspu.Conf('lazy_send_dlists', 1) > > Any thing I still missing? Thanks in advance. Textures (1d, 2d, 3d, etc) are sent to a back-end server when it's determined that the geometry to be rendered (with the texture) must be sent to the server. For example, if a textured polygon's projected bounding box intersects 3 server's tiles, the texture will be sent to those 3 servers, if it's not there already. In the event we're about to render something, and we can't determine the bounding box, the texture is sent to all servers. Without knowing the details of your program, I can't say for sure why the textures are all getting broadcast. -Brian |