Jan Ciger jan.ciger@... writes:
On Mon, Apr 13, 2015 at 11:16 AM, Christian Kehl Christian.Kehl at
uni.no wrote:Hi Jordi,
I encounter the same problem in the same situation. I've build OSG for
Android in static mode (only way it even compiles), all static libraries
(for me: .a-files)
Hi Jannik,
On 15 April 2015 at 11:55, Jannik Heller scr...@baseoftrash.de wrote:
Thanks for the hints - I am using a release build, and I already disabled
double precision from cmake which gave me another nice boost.
I am surprised you saw a boost with disable double precision. What
I am surprised you saw a boost with disable double precision. What specific
element you do you change w.r.t double precision?
I enabled OSG_USE_FLOAT_MATRIX and OSG_USE_FLOAT_PLANE and observed a 10%
framerate improvement.
Might be related to particle systems, which I forgot to mention
Hi Alistair,
thanks for your reply. Your solution seems way easier. Do you have an example
how to do that?
...
Thank you!
Cheers,
Christian
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=63404#63404
Jan Ciger jan.ciger@... writes:
On Mon, Apr 13, 2015 at 11:16 AM, Christian Kehl Christian.Kehl at
uni.no wrote:Hi Jordi,
I encounter the same problem in the same situation. I've build OSG for
Android in static mode (only way it even compiles), all static libraries
(for me: .a-files)
Hello everyone,
I have a question regarding the combination of OSG and Qt 5.4.
I already combined my OSG application with Qt. I used the example which is
shipped with OSG: osgviewerQt.
At the moment my OSG application is quite simple. Its a 3D scene with a
animated 6 axis robot.
I added my
Hello Christian,
On Wed, Apr 15, 2015 at 4:15 PM, Christian Kehl christian.k...@uni.no
wrote:
Hi,
I had a look on the OsgMainApp.hpp, where these plugin links are all active
(looks as follows):
//Static plugins Macro
USE_OSGPLUGIN(ive)
USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(osg2)
Hi All,
I have just tagged the 3.3.7 developer release:
*O**pen**SceneGraph-3.3.7, **released on 15th April **2015*, key
deliverables in this dev release are:
- Bug and build fixes
- New osg::Camera attachment dirty mechanism to streamline the
adjustment of FBO and Textures sizes
-
Hi,
I am looking to use OpenSceneGraph to simulate multi-camera images in real
time, but my frame rates are not great with the number of cameras I need. I
currently have 6 cameras rendering to 640x480 images and I see ~8fps max, with
a lot of jitter.
The osg examples have been a great help,
Hi Dave
Yes, I linked to those libraries intentionally, since cmake seemed to detect a
32-bit architecture. Since I have a 64-bit OS, I'd like to figure out how to get
cmake to detect the appropriate architecture. Thats a low priority for me
right now, and I posted the real reason for the
Hi,
I changed my camera.
Now I don't use the method where I create the rtt camera, like shown in first
post.
Now I just created the camera in the method where I setup the scene and it
works...
I really do not get why
Is there a specific order I should follow with the camera calls
Hi,
ok that was a big mistake from my side.
I forgot to set the width and height of the Texture, but I used
getTextureWidth() and getTextureHeight to specify the Viewport.
Well if the Viewport is (0, 0, 0, 0) there will be nothing to see.
But the thing with the orientation I am still trying
wangrui wrote:
Hi Dave,
One of the purpose of the osgRecipes project is to provide all source code
used in the book OpenSceneGraph 3.0 Cookbook, published by Packt Publishing.
And what you found is just corresponding to the second example in Chapter 5.
And it should be a mistake...
Hi,
my bad for not explaining it very well ;)
I want the following:
With the RTT Camera I want to render a specific geometry. The texture I get
from that, will be used in the main scene later.
The RTT Camera must not point in the same direction as the main camera.
If this would be the case
Hi Andreas,
Hi,
my bad for not explaining it very well ;)
I want the following:
With the RTT Camera I want to render a specific geometry. The texture I get
from that, will be used in the main scene later.
The RTT Camera must not point in the same direction as the main camera.
If this
Hi,
I am trying to render a scene inside a texture using OpenGL ES 2.0 in the
particular context of a server side renderer using render node and GBM. Here is
a sample of what I am trying to achieve:
Code:
static const EGLint conf_att[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
Hi Robert,
Thanks for the hints - I am using a release build, and I already disabled
double precision from cmake which gave me another nice boost.
In the stats handler I am seeing roughly the same amount of time spent in the
cull, draw and GPU threads. After adding the double buffering the 3
Hi Andreas,
you are not showing the part where you use the
createRTTCamera
function.
Are you setting it up as relative to the main camera?
Cheers
Sebastian
Hi,
ok that was a big mistake from my side.
I forgot to set the width and height of the Texture, but I used
getTextureWidth() and
Hi David, Chris et. al,
On 14 April 2015 at 22:47, Chris Hanson xe...@alphapixel.com wrote:
I think OSG is a bad fit for Vulkan. OSG has so much code to support FFP
dataflows that Vulkan doesn't have.
I personally think a Vulkan scenegraph could be made from the components
of OSG (OSG 4.x?)
Hi Matt,
The osgscreencapture example has code use setting up multiple pixel buffer
objects to help improve the speed of reading images. The key is double
buffering the PBO's so you read asynchronously.
Robert.
On 15 April 2015 at 04:37, Matt Donahoe m...@skyd.io wrote:
Hi,
I am looking to
You lost me here,
You want a relative RTT camera (pointing to where the main camera
points to) but you set up da absolute camera (having its independent
Viewport, matrix etc.)
You most likely want to have a ABSOLUTE ref frame for screenspace passes
and final output only-
Cheers
Sebastian
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