Re: [osg-users] osg::Switch node can't free memory

2016-05-31 Thread John Lee

robertosfield wrote:
> Hi John,
> 
> On 30 May 2016 at 10:02, John Lee <> wrote:
> 
> > It helps me. Now I load a lot of models in my scene, and each model is a 
> > scene node in the scene graph. Is there any method that i can decrease 
> > memory usage?
> > 
> 
> Yes.
> 
> That's a precise as I can answer at this stage. because you question
> is completely open ended.
> 
> You really need to tell us what on earth you are trying to achieve in
> your application as how best to minimize memory usage depends TOTALLY
> on the type of application your are developing, the type of data you
> have and the target hardware.  We know nothing about this.
> 
> Robert.
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Hi Robert

I am so sorry. In my appliction, I can load a lot of ive models 
dynamically. When i load about 120 ive models, the memory usage is about 2.5G, 
and the frame rate about 25-35. Now I want to minimize  the memory usage to 
optimize my application because the camra can't see all objects. Now i don't 
know how to begin.
I don't know whether you understand. Thank you for your reading and answer.

Jhon.

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Re: [osg-users] Multiples scenes

2016-05-31 Thread Florian GOLESTIN
Hi Robert

I gave a look to the osg::Switch and it's interesting too!

I don't need to mix the two scenes, in addition I need to restore the position 
and the animation of the monsters. 
So I've opted for the "viewer.setSceneData(newModel);".
It works well so far!

Thanks for your answer!

Florian

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Re: [osg-users] Bug touch point in win32

2016-05-31 Thread Robert Osfield
Thanks Nguyen, fix merged and submitted git master.

On 25 April 2016 at 17:40, Nguyen Van Truong  wrote:
> I Use two touch screen in my App. I had a bug touch point in secondary
> screen ( the touch point not same mouse push point). My code repair
>
> case WM_TOUCH:
> /
> {
> unsigned int numInputs = (unsigned int) wParam;
> TOUCHINPUT* ti = new TOUCHINPUT[numInputs];
> POINT pt;
> osg::ref_ptr osg_event(NULL);
> if(getTouchInputInfoFunc &&
> (*getTouchInputInfoFunc)((HTOUCHINPUT)lParam, numInputs, ti,
> sizeof(TOUCHINPUT)))
> {
> // For each contact, dispatch the message to the
> appropriate message handler.
> for(unsigned int i=0; i< numInputs; ++i)
> {
> pt.x =TOUCH_COORD_TO_PIXEL(ti[i].x);
> pt.y =TOUCH_COORD_TO_PIXEL(ti[i].y);
> ScreenToClient(getHWND(), );
> if(ti[i].dwFlags & TOUCHEVENTF_DOWN)
> {
> if (!osg_event) {
> osg_event = getEventQueue()->touchBegan(
> ti[i].dwID, osgGA::GUIEventAdapter::TOUCH_BEGAN, pt.x, pt.y);
> } else {
> osg_event->addTouchPoint( ti[i].dwID,
> osgGA::GUIEventAdapter::TOUCH_BEGAN, pt.x, pt.y);
> }
> }
> else if(ti[i].dwFlags & TOUCHEVENTF_MOVE)
> {
> if (!osg_event) {
> osg_event = getEventQueue()->touchMoved(
> ti[i].dwID, osgGA::GUIEventAdapter::TOUCH_MOVED, pt.x, pt.y);
> } else {
> osg_event->addTouchPoint( ti[i].dwID,
> osgGA::GUIEventAdapter::TOUCH_MOVED, pt.x, pt.y);
> }
> }
> else if(ti[i].dwFlags & TOUCHEVENTF_UP)
> {
> // No double tap detection with RAW TOUCH
> Events, sorry.
> if (!osg_event) {
> osg_event = getEventQueue()->touchEnded(
> ti[i].dwID, osgGA::GUIEventAdapter::TOUCH_ENDED, pt.x, pt.y, 1);
> } else {
> osg_event->addTouchPoint( ti[i].dwID,
> osgGA::GUIEventAdapter::TOUCH_ENDED, pt.x, pt.y);
> }
> }
> }
> }
> if (closeTouchInputHandleFunc)
> (*closeTouchInputHandleFunc)((HTOUCHINPUT)lParam);
> delete [] ti;
> }
> break;
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