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Can't focus 
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Joined: 2011-12-12 04:09:46
Posts: 107
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1.29.0.1 doesn't stay focused. I've noticed it on both OSGrid and Second Life, when I'm close to an object, 3 meters or so, it goes in and out of focus. 1.29.0.0 doesn't do this.


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2022-04-11 13:00:59
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Joined: 2009-03-17 18:42:51
Posts: 5523
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What exactly do you mean by "focus", please ?


2022-04-11 13:55:21
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Joined: 2016-06-19 21:33:37
Posts: 337
Location: Columbus area, OH, USA
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Jeeper wrote:
1.29.0.1 doesn't stay focused. I've noticed it on both OSGrid and Second Life, when I'm close to an object, 3 meters or so, it goes in and out of focus. 1.29.0.0 doesn't do this.
Do you maybe mean progressive texture loading? or depth of field? or something else? A screen shot(s) might also help.

I have noticed the 1.29.0 builds 'seem' to load textures a bit more slowly. I haven't been able to consistently observe or produce a pattern though. It could just be 'me' or where I am, in world. I haven't seen any errors or warnings in the logs. With so many different things that can contribute, I didn't start a topic since I had no concrete evidence.


2022-04-11 16:46:55
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Joined: 2009-03-17 18:42:51
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If you guys have enabled threaded GL in personal builds of v1.29.0.1, then yes, there is a bottleneck at the threaded GL image creator level...

It stems to the fact that the Cool VL Viewer got a multi-threaded image decoder (when LL's viewer only got a mono-threaded one) and LL's implementation of the GL thread worker is mono-threaded, meaning that too many decoded textures arrive at the creation step ("CRE" in the texture console) and must wait to trickle through the mono-threaded image GL worker. That is why (among a few other glitches) I did not enable threaded GL in official builds of v1.29.0.1.

For v1.29.0.2, I implemented a multi-threaded version of the GL image worker, and so this bottleneck has been removed.

Not a bug, though... *If* this is what Jeeper meant by "focus" (still waiting for an explanation of that term)...


2022-04-11 17:21:11
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Joined: 2016-06-19 21:33:37
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Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
If you guys have enabled threaded GL in personal builds of v1.29.0.1, then yes, there is a bottleneck at the threaded GL image creator level...
I don't have it explicitly enabled and just depend on the 'auto' in the launch script. Since I have more than one core, it should be enabled though, if that's the value you are meaning.
Henri Beauchamp wrote:
It stems to the fact that the Cool VL Viewer got a multi-threaded image decoder (when LL's viewer only got a mono-threaded one) and LL's implementation of the GL thread worker is mono-threaded, meaning that too many decoded textures arrive at the creation step ("CRE" in the texture console) and must wait to trickle through the mono-threaded image GL worker. That is why (among a few other glitches) I did not enable threaded GL in official builds of v1.29.0.1.
Ah, I do see a larger number of CRE items being processed. Since I hadn't quite worked out what I was seeing in the debug console, I was just continuing to hunt for something concrete that I could report.
Henri Beauchamp wrote:
For v1.29.0.2, I implemented a multi-threaded version of the GL image worker, and so this bottleneck has been removed.

Not a bug, though... *If* this is what Jeeper meant by "focus" (still waiting for an explanation of that term)...
Cool. I look forward to giving it a try, when available. And yes, I agree, it's not a bug, what I was seeing. Just performance and that is down to how the core code does/did things.


2022-04-11 17:33:29
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Joined: 2011-12-12 04:09:46
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Items go in and out of focus, several times a second.
I'll wait and see what happens with next weeks release.


2022-04-11 19:38:00
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Joined: 2009-03-17 18:42:51
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Jeeper wrote:
Items go in and out of focus, several times a second.
If you mean blurry textures, verify you have the "Memory safety checks" setting set to disabled (it does not work well when there is plenty of memory: I removed entirely that old code for next releases): it defaults to off, normally... Also, verify the amount of texture memory (if set too low, the viewer will use lower texture LODs to make them fit).


2022-04-11 20:12:12
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Joined: 2011-12-12 04:09:46
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Memory Safety Checks was enabled for some reason. Disabling that solved it. Texture memory is set to the maximum. I have no shortage of memory on this machine.
Thanks Henri. It's much easier on the ol'eyes


2022-04-12 01:40:40
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