Re: Draw lock-up

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 04/03/2000 08:21:43


Sounds like you are either oversubscribing texture memory or suddenly
drawing many new elements of the database with texture on them for the
first time forcing a significant download overhead.

Try pfumaketexlist followed by pfudownloadtexlist after you build your
scene.

Also, use stats to count downloads.

Reducing texture size as you have would prevent oversubscribing TRAM and
reduce any paging overhead by a factor of 4, so it's unclear which is
your problem.

Cheers,Angus.

Hans-Peter.Hofer++at++se.admin.ch wrote:
>
> Hello Performer's
>
> My system:
> Onyx2 InfiniteReality
> 2 RM 7
> 512 MB memory
> IRIX 6.5.5 / Performer_eoe 2.2.6
>
> I have a 4 channel application.
> Process model: APP_CULL_DRAW
> The database uses 17 1024x1024 rgb-textures for the terrain and a lot of
> smaller textures
> for the objects. (64 MB texture memory is filled to 93%). No cliptextures.
>
> Now I have the following strange problem:
>
> When I drive through the database, sometimes the frame rate drops down
> dramatically
> (display stand still for 1-2 sec.) When I enable the statistic at the same
> time, the display
> output locks up (no frame update visible, sar -g shows buffer swap/sec: 0,
> gr_osview shows 100% CPU
> load for the draw, but nothing happens!).
> The APP and the CULL process are running on (can terminate
> the application via a normal keyboard input which is handled in the APP main
> loop).
>
> Reducing the viewport size or changing the LOD scale shows no significant
> improvment.
> But when I reduce the texture size from 104x1024 to 512x512 this strange
> effects disappears .
>
> Does anybody know something about an effect like this?
>
> Thanks to all.
>
> Hans-Peter Hofer
>
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-- 
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