Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread robert.osfield
Hi Chris, Modern graphics hardware should have no problem with a model with 5000 vertices. Modern systems should be able to push a million vertices+ without problem at 60fps. However, if it's the animation side being done on the CPU that is bottleneck then simplifying the model could make a

Re: [osg-users] Issue with StateSet::setUpdateCallback and Drawable

2014-10-22 Thread robert.osfield
Hi Damian, On 22 October 2014 02:21, Damian Stewart sulaco.01+openscenegr...@gmail.com wrote: Could you elaborate a bit on: It's quite rare of osg::StateSet to have callbacks on them. I suspected that this might have been the case, what is the usual method of achieving the same thing as it

Re: [osg-users] 转发: Web browser crash when OSGEarth loading large model

2014-10-22 Thread robert.osfield
On 22 October 2014 02:40, Glen first_...@21cn.com wrote: Hi Robert, Can you help me solve these issues? Err... No... I have never used Active-X in my life. I hardly touch Windows for development. I have had minimal experience with osgEarth. I haven't ever heard of FireBreath

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Chris Hidden
Thanks Robert. Is there a book or tutorial or example that shows how I might let the GPU handle the skinning of the model? I realize this is not just a look at and fix kind of thing. I don't really know where to start though. In the mean time Ill keep googling :) -- Read

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Christian Buchner
convert the hand model to ASCII OSG format maybe, and try exchanging display lists and vertex buffer objects. In my experience this makes a big difference on Intel chips for more complex models. SetUseDisplayLists FALSE SetUseVertexBufferObjects TRUE Alternatively use a graph traversal to change

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Chris Hidden
Hi cbuchner. Thanks for your help. Does 3ds Max have an osg exporter? Also if I converted the .3ds file to osg will it retain the bone structure? The reason I export the hand models from .3ds to .fbx is to preserve the bone structure. Im assuming you mean that when I construct a model I

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Robert Osfield
On 22 October 2014 10:50, Chris Hidden ch...@erghis.com wrote: If I understand what Robert has been getting at the CPU is handling all of my data for redrawing vertices. Im not sure how to tell osg to use the GPU or design or import my model so that it does or even how to recalculate the

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Christian Buchner
If OpenScenegraph can load the 3DSMax 3D object, so can osgconv. osgconv will write an OSG file when given a file name with osg extension as second argument. Christian 2014-10-22 11:50 GMT+02:00 Chris Hidden ch...@erghis.com: Hi cbuchner. Thanks for your help. Does 3ds Max have an osg

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Robert Osfield
Oppps typo... On 22 October 2014 12:25, Robert Osfield robert.osfi...@gmail.com wrote: On 22 October 2014 10:50, Chris Hidden ch...@erghis.com wrote: If I understand what Robert has been getting at the CPU is handling all of my data for redrawing vertices. Im not sure how to tell osg to

[osg-users] osgEarth Sky enable

2014-10-22 Thread Carlos Sanches
Hello ! How do I have to setup the SkyNode by code? In the past I sed this: // SKY const Config externals = mapNode-externalConfig(); Config skyConf = externals.child( sky ); double hours = skyConf.value( hours, 3.0 ); s_sky = new SkyNode( mapNode-getMap() );

Re: [osg-users] osgEarth SkyNode code setup

2014-10-22 Thread Carlos Sanches
In the past I sed this: // SKY const Config externals = mapNode-externalConfig(); Config skyConf = externals.child( sky ); double hours = skyConf.value( hours, 3.0 ); s_sky = new SkyNode( mapNode-getMap() ); s_sky-setDateTime( 2011, 3, 6, hours ); s_sky-attach( viewer );

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Chris Hidden
Ok, so I meant to imply skinning. I guess what I described was rendering. I am using debug. I know it affects performance, but by that much? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61372#61372

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Sebastian Messerschmidt
Please try it in release. Debug will totally change the deal, as each access to stl containers might be checked etc (at least for VisualStudio) As OSG uses standard containers quite a lot internally it will have some serious impact on some platforms. Some compilers will also disable optimization

Re: [osg-users] 转发: Web browser crash when OSGEarth loading large model

2014-10-22 Thread Chris Hanson
Glen, have you considered compiling osg and osgEarth 9and their dependencies) via Emscripten into Javascript/WebGL? This would give you a cross-browser solution instead of an ActiveX solution. It won't be easy, but I think the result might be great. I don't know anyone who has used

Re: [osg-users] osgEarth SkyNode code setup

2014-10-22 Thread Chris Hanson
You might do better to ask this on the osgEarth forum: http://forum.osgearth.org/ ​ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] 转发: Web browser crash when OSGEarth loading large model

2014-10-22 Thread Sergey Kurdakov
Hi Chris, concerning have you considered compiling osg and osgEarth 9and their dependencies) via Emscripten into Javascript/WebGL? I still plan to put an update to my port of osg to emscripten, so it is more useful, than in current state, possibly will port osgEarth ( as it is one of my

Re: [osg-users] 转发: Web browser crash when OSGEarth loading large model

2014-10-22 Thread Chris Hanson
I'd like to talk to you about OSG+osgEarth+WebGL+Emscripten sometime. Shoot me a message privately. On Wed, Oct 22, 2014 at 9:42 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Chris, concerning have you considered compiling osg and osgEarth 9and their dependencies) via Emscripten

Re: [osg-users] osgEarth Sky enable

2014-10-22 Thread Jason Beverage
Hi Carlos, You also need to add the mapNode to the SkyNode as a child. Try: s_sky-addChild( mapNode ); Jason On Wed, Oct 22, 2014 at 9:24 AM, Carlos Sanches ces...@gmail.com wrote: Hello ! How do I have to setup the SkyNode by code? In the past I sed this: // SKY const Config

Re: [osg-users] How do I adapt the osgViewer::Viewer in order to have my model in fullscreen mode?

2014-10-22 Thread Filipe P
Hi All, first, thanks cbuchner1 and robertosfield for their last hints. The code that was missing is the following: viewer.addEventHandler(new osgViewer::StatsHandler); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); camera-setProjectionMatrixAsOrtho2D(0.0, traits-width, 0.0,

[osg-users] GeometryTechnique race condition crash

2014-10-22 Thread David Fries
We're getting a crash with some ive paged terrains, it was being ht when the system was under load with 7 OSG application instances all thrashing their pagers. I've tracked it down to a race condition and included two patches, the first adds a sleep to greatly increase the chance of the crash to