Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-11 Thread Tim Rambau
Hi Robert,

can you give an advice for all the cmake OSG_GL_* settings?
Maybe I miss-configured something there...

Thanks,
Tim

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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-11 Thread Tim Rambau
Rebuild with Release is much better! :D 

For the statistics:
OSG 3.2.1-rc1 / Win7 64bit / mingw QtCreator / cmake_build_type Release

Thank you!
Tim

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[osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Hi all,

I successfully build 3.2.1-rc1 on Win7 with MinGW+QtCreator, but all framerates 
are lower than my good old OSG 3.0.1.

I made some side by side tests with different 3D-models and osgviewer-3.0.1 vs. 
osgviewer-3.2.1-rc and the times for draw and GPU are at least doubled!!

Are there any new cmake options I should check?

Thanks for any help!!

Cheers,
Tim

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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Hi Robert,

I tested some airport models, all OpenFlight with jpeg, png and dds textures.

All statistics (vertices, drawables, etc.) are the same, but interestingly 
event, update and cull are also increased, which maybe points to a not only 
OpenGL related problem?

Thanks!!

Tim

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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Hi Robert,

just a simple textured cube:

EventUpdate

Tim

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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Sorry,

first line times from osgviewer 3.0.1
second line times from osgviewer 3.2.1-rc1

Same simple cube model with colored sides for both...

Tim

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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Hi Robert,

simple cube attached...

Tim.

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cube.ive
Description: Binary data
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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Hi all,

I will keep testing, but I think I found my mistake: 
I always used cmake_build_type with MinSizeRel or left this option empty.

Setting cmake_build_type = Release gives OSG a boost... 

Thank for your help!!

Tim

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Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Tim Rambau
Sorry, 

it is me again...  :( 
The cube now works perfectly, but all other OpenFlight and *.ive files are 
still slower under 3.2.1.

And my own application loses one third of its framerate...

Tim

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[osg-users] [osgPlugins] osgText with disabled GL_DEPTH_TEST

2013-06-14 Thread Tim Rambau
Hi all,

I have some kind of quality problem with the textured glyphs from osgText. For 
a display I would like to have text on every node in the scene, with the text 
staying on top. So I disabled the depth test for all text geodes. Looks good.

But when I start to change the text with setText() every second, the textured 
glyphs get somewhat dirty... (See attached picture with GL_DEPTH_TEST off/on)

Thanks for any help!

Tim.

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Re: [osg-users] [osgPlugins] osgText with disabled GL_DEPTH_TEST

2013-06-14 Thread Tim Rambau
Hi Robert,

here is my code so far:

_font = osgText::readFontFile( fonts/arial.ttf );

_text = new osgText::Text;
_text-setFont( _font );
_text-setAxisAlignment( osgText::Text::XZ_PLANE );

_textGeode  = new osg::Geode;
_textGeode-addDrawable( _text );
_textGeode-getOrCreateStateSet()-setMode( GL_DEPTH_TEST, 
osg::StateAttribute::OFF );

addChild( _textGeode );

_text-setDataVariance( osg::Object::DYNAMIC );

I think I tried everything I found about this topic: different bins, different 
GlyphImageMargins, etc.. It looks like a problem with the alpha values in 
combination with small text. Text three times the size does not show this 
dirt...

Thanks,
Tim.

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Re: [osg-users] [osgPlugins] osgText with disabled GL_DEPTH_TEST

2013-06-14 Thread Tim Rambau
Hi Robert,

I found a dirty hack... 
I use the good looking version with GL_DEPTH_TEST enabled, but apply a vertex 
shader for all text nodes with gl_Position.z = 0.0
=D

Tim.

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Re: [osg-users] [osgPlugins] osgText with disabled GL_DEPTH_TEST

2013-06-14 Thread Tim Rambau
Hi Robert,

you are right. I do not like this solution either. I think I have to look 
deeper inside the osgText::Text.cpp, because the dirty textures only happen, if 
you change the text.
I have two text nodes added to an object, one changes its text, the other does 
not. The first one gets more dirty over time, the second stays clean. :( 
If I change the fragment shader to 
Code:
gl_FragColor.rgb *= TextureColor.a;

 I get perfect letters in black boxes. 
Are the glyph textures mipmaped? Maybe it is an alpha-mipmap problem?

Thanks!
Tim.

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Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2012-12-05 Thread Tim Rambau
I am using a nVidia GeForce GTX 580. And since 10 minutes also the latest 
driver.
The problem can be solved by converting to a dds with only 8 mipmaps or 
less...

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[osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2012-10-30 Thread Tim Rambau
Hi,

I have a terrain model with 1024x1024 DXT1 textures. Using a min filter with 
LINEAR_MIPMAP_LINEAR the textures are gone, changing only this filter to LINEAR 
everything is back again. The textures contain 1 main image and 10 mipmaps...

Any ideas?

Thanks  Cheers,
Tim.

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