[vtkusers] Huge framedrops on Android when opening textured OBJs

András Lehotay-Kéry lkandris at gmail.com
Wed May 25 11:43:12 EDT 2016


Although mine is a native app, not webgl based, should be faster i think.

On Wed, 25 May 2016 at 17:39 András Lehotay-Kéry <lkandris at gmail.com> wrote:

> Well, mines can go up to 4096 x 4096. In fact the demo model has a texture
> with just this size.
> Allright, so if i split up my huge textures and generate multiple UV maps
> from them of 512x512 size would it make any difference?
>
>
>
> ----------------------------
>
> [image: SmartMobileVision] <http://www.smartmobilevision.com/>
>
>
> *András Lehotay-Kéry*Software Developer (Mobile / Computer Vision)
> lka at smartmobilevision.com
>
> SmartMobileVision
> Szent Gellért tér 3, 1114 Budapest, Hungary
> www.smartmobilevision.com
>
> [image: Google +]  <https://plus.google.com/+Andr%C3%A1sLehotayK%C3%A9ry> [image:
> LinkedIn]  <https://www.linkedin.com/in/andras-lehotay-kery-8abb899b>
>
> On Wed, 25 May 2016 at 17:35 Bill Lorensen <bill.lorensen at gmail.com>
> wrote:
>
>> How large are your textures and are they powers of 2. I've seen big
>> performance hits with large textures (1024x1024) in a webgl app.
>> On May 25, 2016 11:19 AM, "András Lehotay-Kéry" <lkandris at gmail.com>
>> wrote:
>>
>>> Hey folks!
>>> I mainly use VTK 7.0.0  for model display purposes on Android platform.
>>> I gave a try got the quite recently introduced vtkOBJImporter class to test
>>> the viewer behaviour for OBJ models with multiple textures and bumped into
>>> the following issues:
>>>
>>> Scenario 1:
>>> If i use vtkOBJImporter for models with any number of textures, i get
>>> ENORMOUS framedrops
>>> Scenario 2:
>>>  If i use vtkOBJReader for models with a single texture, i get the same
>>> effect as above
>>> Scenario 3:
>>> If i use vtkOBJReader for the same models but without textures, i have
>>> no issues, the viewer is up to speed.
>>>
>>> I recorded two short videos for demostration:
>>> Scenario 2:
>>> https://goo.gl/93ag9e
>>> Scenario 3:
>>> https://goo.gl/cn0blJ
>>> Test model:
>>> https://sketchfab.com/models/a6f343cc661644319f88f1bdd20fe6de
>>>
>>> Mind you, the test model is quite large, but i get the same effect on
>>> models weigh less than 1MB.
>>>
>>> Build setup:
>>> Debian 8.3
>>> Android NDK r10e
>>> toolchain GCC 4.9
>>> -O3 optimization
>>> OpenGL ES 2.0 / 3.0 linkage (tried both, makes no difference here)
>>>
>>> Test devices:
>>> LG G4
>>> Nexus 9
>>> Galaxy S5
>>>
>>> What could cause this effect? Different rendering mechanism for textured
>>> models?
>>> Thanks in advance!
>>>
>>>
>>>
>>>
>>> ----------------------------
>>>
>>> [image: SmartMobileVision] <http://www.smartmobilevision.com/>
>>>
>>>
>>> *András Lehotay-Kéry*Software Developer (Mobile / Computer Vision)
>>> lka at smartmobilevision.com
>>>
>>> SmartMobileVision
>>> Szent Gellért tér 3, 1114 Budapest, Hungary
>>> www.smartmobilevision.com
>>>
>>> [image: Google +]
>>> <https://plus.google.com/+Andr%C3%A1sLehotayK%C3%A9ry> [image: LinkedIn]
>>>   <https://www.linkedin.com/in/andras-lehotay-kery-8abb899b>
>>>
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