From: DANIEL BASS (BASSD++at++aaicorp.com)
Date: 02/07/2001 06:15:26
Ok, I have simplified this down to the bones, no background, no X input, just drawing N copies of
a given model with your choice of MultiProc mode. For certain models (e.g. /usr/share/Performer/data/perfBlimp.flt )
and sufficiently large N (> 24) this program reliably freezes in PFMP_APPCULLoDRAW mode,
but runs fine for any other MP mode that I've tried. It is a short little program (< 300 lines)
I'd appreciate any tips or advice. Thanks.
>>> "DANIEL BASS" <BASSD++at++aaicorp.com> 02/06 8:34 AM >>>
I am seeing some unexplained results with a simple test program, which draws a background ground/sky
(my own model, not pfEarthSky) and then N pfClones of a given input object. I am running on a
dual PIII 800 Mhz
Geforce2 Ultra
RH 6.2
XFree86 4.0.2
Nvidia 0.96 drivers
Performer 2.4
When I run as a single process, it works just fine, with N=50 getting a frame rate of > 90 fps
If I run as PFMP_APPCULL_DRAW it works, but at a frame rate of 22 fps
If I run as PFMP_APPCULLoDRAW it freezes. It seems that both processes are running full out
(top shows them w/ 99% of CPU time), though normally the APPCULL process is very very light
compared to the draw process. The freezing seems to be a function of the number of objects.
If I choose fewer, say N=10, it operates just fine without freezing.
Any clues as to what's happening, how I can diagnose it or fix it from freezing in CULLoDRAW
mode?
Thanks,
--daniel
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