Hi Robert,
thanks for the explanation. I always confuse culling (not visible because
it is out of the view frustum?) with occluding (not visible due to object
being in front of it?).
Best regards,
Himar.
2009/7/2 Robert Osfield robert.osfi...@gmail.com
Hi Himar,
On Thu, Jul 2, 2009 at
Hi guys,
On 3/7/09 12:48 AM, Jeremy Warren wrote:
--
From: Robert Osfield robert.osfi...@gmail.com
Sent: Wednesday, July 01, 2009 3:18 AM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Read number of Pixels an
Hi folks,
I am unhappy to say, but our server had today at night a total crash. None
of our virtual machines is accessable from the outside and hence forum do
also not work.
I appologize for such circumstances and hope, yes I really hope, that the
web-data doesn't get lost ;(
I installed
Hi all,
There was a thread recently about rendering many instances of spheres (I
didn't want to hijack the thread so I created a new one). Many methods were
proposed among which there were opengl pseudo instancing and the
draw_instanced extension.
First I would like to know the main differences
Hi Loic,
Optimizing drawing lots of large geometries depends upon lots of
factors, both hardware and software. It really is a very open ended
topic, so could you qualify what you mean by lots and large a bit
more carefully, and also are the geometries all the same, same
geometry/different state,
Thanks Robert for trying to get into the problem.
I wanted to let it opened in order to get as many opinion/possible
oprimizations as possible.
To be truly honest I have a real problem with specific conditions.
Many instances refers to hundreds of them.
Large geometries are about 10 000 to 100
Hi Simon,
On Fri, Jul 3, 2009 at 11:35 AM, Simon Loicsimon1l...@gmail.com wrote:
Thanks Robert for trying to get into the problem.
I wanted to let it opened in order to get as many opinion/possible
oprimizations as possible.
I'm afraid we don't all have to time to write treaties on the
First of all I'd like to thanks all implied persons for the great support.
As Robert said :
Disabling culling will do nothing as the OSG already only does cull
tests when subgraphs are partially culled - if the subgraph is
entirely within the view frustum the view frustum test if switched
off.
Ryan,
Cannot help you on this one. Please read the following:
http://maps.google.com/help/terms_maps.html
http://wush.net/trac/osgearth/wiki/TileSourcePluginGoogle (Data Usage)
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Thu, Jul 2, 2009 at 3:38 PM, Ryan
Beside of that, my boss is not very keen to idea of vertex shader
instancing for the reason of hardware limitations we should impose to our
customers.
To convince your boss:
Vertex shaders even run even on Intel accelerated graphics (GMA 950)
which is more than 3 years old since first
Hi -- The client that funded the occlusion query work in OSG did not
need to know the exact number of pixels, they just needed to know
"visible or not visible". As a result, the current implementation hides
the exact number of pixels. In retrospect, I probably should have
implemented this so
Ulrich Hertlein wrote:
While
we're on the subject: for simple objects, say a sphere or an AABB,
shouldn't it be possible to do this calculation quicker on the CPU
without going to the GPU? Isn't something like this done for small
feature culling?
Host computation has (by definition) no
Hi !
I m trying to put an image in background behind my 3D scene .
the problem is that the 2d image is in middle of 3D scene .
any sugestion to resolve this ?
thks :)
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Hi Paul,
On 3/7/09 5:57 PM, Paul Martz wrote:
Ulrich Hertlein wrote:
While we're on the subject: for simple objects, say a sphere or an
AABB, shouldn't it be possible to do this calculation quicker on the
CPU without going to the GPU? Isn't something like this done for small
feature culling?
no, I m using hud but my 3d objects are behind the hud.
I want my 3d objets in front of hud .
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Hi Carlos,
you need to put the HUD in a render bin that is drawn before everything else.
Setting the render bin to 0 or 1 should work (because I think other
geometry would default to bin 2)
The HUD also needs to be configured to not write to the z buffer.
Christian
turn off depth testing something like this:
camera_-setViewport( 0, 0, image_-s(), image_-t() );
camera_-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
// *** this is also pretty key **
camera_-setRenderOrder( osg::Camera::PRE_RENDER, 1 );
camera_-attach(
Hi Guys,
I've just checked in the addition of the following methods to Dragger
that enable one to control when the draggers can be activated by
clicking on them :
void setActivationModKeyMask(unsigned int mask) {
_activationModKeyMask = mask; }
unsigned int
Hi All,
I have just checked in an option -m to osgvolume that attaches a
dragger to the volume tile, this allows you to change the portion of
the volume that it renders, enabling you to interactively cull away
parts you aren't interested in. For now I've enabled the
TabBoxDragger, but the
Hi All,
I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)
I hope you all have fun in my absence ;-)
Robert.
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Robert Osfield robert.osfi...@gmail.com (03/07/2009):
I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)
Talisker's home! Enjoy. :)
Cheers,
--
Cyril Brulebois
signature.asc
Description: Digital
Enjoy. )
2009/7/4 Cyril Brulebois cyril.bruleb...@kerlabs.com:
Robert Osfield robert.osfi...@gmail.com (03/07/2009):
I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)
Talisker's home! Enjoy. :)
Enjoy:)
在2009-07-04,Robert Osfield robert.osfi...@gmail.com 写道:
Hi All,
I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)
I hope you all have fun in my absence ;-)
Robert.
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