Re: [Flightgear-devel] Memory issues

2012-08-13 Thread James Turner
On 11 Aug 2012, at 18:21, Tim Moore wrote: This is what osg::PagedLOD does, though we often forget that the paging of the higher LODs is triggered in the cull phase. I can't recall what scene modifications are / are not permitted inside a cull-callbacl, however. You would want to let

Re: [Flightgear-devel] Memory issues

2012-08-14 Thread Tim Moore
On Mon, Aug 13, 2012 at 7:40 PM, James Turner zakal...@mac.com wrote: On 11 Aug 2012, at 18:21, Tim Moore wrote: This is what osg::PagedLOD does, though we often forget that the paging of the higher LODs is triggered in the cull phase. I can't recall what scene modifications

[Flightgear-devel] [patch] database pager calm-down

2008-04-25 Thread till busch
hi, tim recently noticed the database pager was repeatedly loading and unloading the same objects. he also tracked down the problem to missing bounding sphere information in osgDB::PagedLOD. this is a simplicistic approach to fix this: SGPagedLOD will now remember whatever value it sees

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Mathias Fröhlich
further for the LOD's. In the meantime I have in fgviewer a PagedLOD whole world database tree running. This is similar to osg's marble dataset but carefully designed around our tile structure. Using this I think we can really replace a lot of our fine structured scenery tiles with something

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Tim Moore
small to be efficient. That is a big problem, but we also have CPU bottlenecks upstream too. James and I were talking about this some time ago. I would go even further for the LOD's. In the meantime I have in fgviewer a PagedLOD whole world database tree running. This is similar to osg's marble

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
interference? Not yet, but that's a known bug that I would dearly like to fix. I'm hoping that the refactoring required to implement the PagedLOD will provide access to the data required. At present the static objects (e.g. manually placed buildings) are only ingested after the geometry and random objects

Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Geoff McLane
On Sun, 2011-04-10 at 12:24 +0200, Arnt Karlsen wrote: [snip] error: undefined reference to 'osg::PagedLOD::removeExpiredChildren(double, int, [snip] Hi Arnt, From your compile log, note the entry - *..we use system's OSG-2.9.11-1. ;o) *** and from your 'dpkg' display that is what you

Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Csaba Halász
On Sun, Apr 10, 2011 at 12:24 PM, Arnt Karlsen a...@c2i.net wrote: Hi, ..simgear(?) link error output, compile log link below: in function vtable for simgear::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110): error: undefined reference to 'osg::PagedLOD

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
On Wednesday, September 18, 2013 19:05:22 Stuart Buchanan wrote: I did take a look at the PagedLOD approach - Matthias' code made a great template to work from. -Stuart Stuart, this is totally unrelated, but what would be the price to pay to have collision with generated buildings

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Adrian Musceac
On Friday, September 20, 2013 13:04:32 Stuart Buchanan wrote: If I implement a PagedLOD approach, it might reduce the memory footprint sufficiently that we could switch back to the OSG primitives. I think one of the problems is that most of our objects have no concept of different LOD's

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread James Turner
On 18 Sep 2013, at 17:05, Stuart Buchanan stuar...@gmail.com wrote: I did take a look at the PagedLOD approach - Matthias' code made a great template to work from. Yes, that is exactly the model I would follow, and I am sure Mathias can be asked for additional hints on the best way

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread James Turner
is simpler - more flexibility in adding complicated buildings such as signage, extensions. If I implement a PagedLOD approach, it might reduce the memory footprint sufficiently that we could switch back to the OSG primitives. That would be my hope too, BTW. Ideally we'd set a total memory

[Flightgear-devel] DatabasePager changes

2008-05-23 Thread till busch
of the current code (in tilemgr, tilecache, tileentry, scenerypager, ...) in favor of (possibly subclassed) PagedLOD nodes for tiles. my last patch has made that a lot easier anyway. my copy of fg is running fine with these modifications; some things remain to be done. (sorry, i can't provide

Re: [Flightgear-devel] Help needed with multi-screen

2010-03-20 Thread Tim Moore
, but it would be a good project. We would have to start using a different OSG class, CompositeViewer, to support multiple views from independent view points. Our terrain pager would need a complete overhaul to use the PagedLOD scheme of OSG, and the Flightgear view manager would need to be aware multiple

Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Arnt Karlsen
::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110): error: undefined reference to 'osg::PagedLOD::removeExpiredChildren(double, int, std::vectorosg::ref_ptrosg::Node, std::allocatorosg::ref_ptrosg::Node )' This usually happens if you have multiple versions of OSG installed

Re: [Flightgear-devel] the stutter/lag in the big terrain scene using the file format ive

2011-09-19 Thread Curtis Olson
to solve this problem? the following is the problem that we think to cause 1.In addition to the pre-compiled function, are there other features of OSG to avoid loading all the need textures of a frame during the process of rendering the frame ? 2、How to pre-load PagedLod sub-blocks using pre

Re: [Flightgear-devel] Memory issues

2012-08-11 Thread Tim Moore
it) in the cull-callback? I.e set an appropriate bounding volume for the LOD node, and only build the geometry when the node actually passes culling. And obviously after some number of frames of being culled, unload the geometry again. This is what osg::PagedLOD does, though we often forget

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread Stuart Buchanan
a memory cost and loading time hit. I did take a look at the PagedLOD approach - Matthias' code made a great template to work from. One thing I wasn't clear on is whether this would move generation of the trees/objects/buildings from a scenery loading thread into some other thread. I'm

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
here for the memory benefits but that's related to my radio code. PagedLOD is the way to go, case closed :) Cheers, Adrian -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
for it automatically, but I have almost no knowledge about 3D objects. Might be worth checking it out. While a good LoD system helps with graphics load, it doesn't help with overall memory load (unless it's a PagedLOD), which was the problem with the buildings. We have fairly good LoD solutions

[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-04-27 Thread Curtis L. Olson
:29 (mfranz) /var/cvs/SimGear-0.3/source/simgear/scene/model/SGPagedLOD.cxx Till BUSCH: tim recently noticed the database pager was repeatedly loading and unloading the same objects. he also tracked down the problem to missing bounding sphere information in osgDB::PagedLOD. this is a simplicistic

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
the PagedLoD next. -Stuart In 2.12.0 the algorithm for the placement of random buildings is a rather scattergun approach. materials.xml sets a building density (amongst other building attributes) which is used to generate a number of random points on each triangle that makes up the scenery

[Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Arnt Karlsen
/libsgmodel.a(SGPagedLOD.o): in function vtable for simgear::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110): error: undefined reference to 'osg::PagedLOD::removeExpiredChildren(double, int, std::vectorosg::ref_ptrosg::Node, std::allocatorosg::ref_ptrosg::Node )' /usr/bin/ld: /home/arnt/FG

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
multiple times. - the code is simpler - more flexibility in adding complicated buildings such as signage, extensions. If I implement a PagedLOD approach, it might reduce the memory footprint sufficiently that we could switch back to the OSG primitives. Now, all I need to do is find the time to code

[Flightgear-devel] crash after several seconds after Pilot List dialog shows up.

2009-06-22 Thread Tatsuhiro Nishioka
Modified files: simgear/route/routetest.cxx on date: 2009/06/08 23:30:54 author: jmt as revision 1.6 simgear/route/waytest.cxx on date: 2009/06/08 23:30:54 author: jmt as revision 1.5 Log: Also handle PagedLOD nodes frame count in the update visitor