Hi Qingjie,
I haven't experiment with CUDA so can't comment on the specifics. The best
route is probably to see anyone has published an OSG/CUDA integration
example.
Robert.
On 25 September 2015 at 13:04, Qingjie Zhang <305479...@qq.com> wrote:
> Hi Robert,
>
> I'm trying to do something with
Hi Björn and all,
I'd like to test an application on the Oculus with some post-process effect.
On the Oculus side, the only recommendation I've read (
https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_intro/
)
is to apply the post effect to both eyes independently (taking
Riccardo Corsi wrote:
> thanks Björn for the MSAA pointer - it was not the cause of the issue but the
> explanation on the 75Hz helped me solve the problem:
> I had to remove the V-sync setting from the driver configuration.
>
Ok, I guess you had your V-sync setting to "Force on". Otherwise
Scott, your fixes did not fix the issues on the OSX with the DDS textures
... But thanks anyway
On Thu, Sep 24, 2015 at 9:26 PM, Robert Osfield
wrote:
> Hi Scott,
>
> Thanks for the follow up.
>
> Could you post the whole modified file, this way we can avoid any
Hi Jan,
Many thanks for the additional information. :)
On 25/09/15 17:48, Jan Ciger wrote:
On Fri, Sep 25, 2015 at 2:01 AM, Garth D
wrote:
Thankyou for the suggestion. :)
I have to admit being unsure how to set the specific context at present.
From what
Hi,
I have an opengl texture(GLuint), I'd like to wrap it to an osg::Texture2D. Is
there some way to do this?
Actually, I got the GLuint in this way:
Code:
struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
{
virtual void operator()(osg::RenderInfo ) const
{
Hi Björn,
first of all thank you for keeping up to date the Oculus integration!
I have just updated to SDK 0.7 + osgOculus head and the viewer works, but:
1. while the provided Oculus demos are really smooth with respect to
motion,
the osg viewer example results quite jerky, especially the
Hi Ricky,
We have recently added support for MSAA in the OsgOculus integration (credits
to Chris Denham). Rendering with MSAA enabled will require some extra GPU horse
power and is probably the reason you see the stuttering in the rendering. If
you look at the performance HUD (by pressing '2'
HI Qingjie,
If you are getting the GL texture handle id from an OSG TextureObject it'll
already be associated with a osg::Texture i.e. m_frontTex why not just
reuse this?
Robert.
On 25 September 2015 at 07:27, Qingjie Zhang <305479...@qq.com> wrote:
> Hi,
> I have an opengl texture(GLuint),
On Fri, Sep 25, 2015 at 2:01 AM, Garth D
wrote:
> Thankyou for the suggestion. :)
>
> I have to admit being unsure how to set the specific context at present.
>
> From what I've read, there'd need to be a glXCreateContextAttribsARB call
> somewhere to create the
hmm..
make sure a) SLI is disabled (if you have two or more cards linked)
b) you're running the latest nVidia developer drivers from here
https://developer.nvidia.com/gameworks-vr-driver-support
I have no such artifacts. Running the OSG 3.2 branch here.
2015-09-25 10:52 GMT+02:00 Riccardo
Hi Robert,
I'm trying to do something with the "m_frontTex" in CUDA, so I get the GLuint
and write some values in it according to a CUDA_Opengl_interp example.
But I found there's no change in the texture after CUDA processing. So I'm
confused if the texture will update automatically when the
Hi all,
thanks Björn for the MSAA pointer - it was not the cause of the issue but
the explanation on the 75Hz helped me solve the problem:
I had to remove the V-sync setting from the driver configuration.
Works like a charm now :)
So to keep a smooth experience the osg application must be able
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