Hi James,
Thank you for suggestions.
I don’t sure that using QQuickWindow::beforeRendering() or
QQuickWindow::afterRendering() signal will help since it also uses same OpenGL
context as Qt Quick Scene Graph, but I will try it.
Solution that uses QQuickRender sound good, I will lock at
Hi!
I have a multi-view app (using CompositeViewer) in which some nodes should look
differently in different views. For example, some label positions should be
recalculated depending on the view's camera parameters and some annotations
(rectangular area with a border some text) should be
Hi,
thanks for the aswer.
Yes, sure. I am running in release.
It is a big scene:
State Graphs: 2321
Fast Drawables: 14177
Primitive Sets: 52013
Vertices: 7215794
Triangles: 971664
Quads: 984448
Polygons: 362048
It is strange that Cull always go from 900ms to 300/400 ms doing nothing after
Hi Ale,
Having many thousands of transform in the scene graph will be very
expensive on cull performance as each transform require the view frustum,
modelview and projection matrices and other cull paramters to be cloned and
transformed into the local coordinate frame. Thosudans of transforms
Thanks for the suggestions, Robert! I was just investigating such
possibilities, shows I'm on the right track...
/Andreas
On 2017-09-22 12:13, Robert Osfield wrote:
Hi Andreas.
On 22 September 2017 at 09:40, Andreas Ekstrand
897 ms culling time sounds excessive to me, even for a large scene. Is this
application built in a release configuration of the compiler?
You could attempt a hierarchical grouping of the scene graph nodes with
group objects to speed up the culling, using some kind of space
partitioning algorithm.
Hi Andreas.
On 22 September 2017 at 09:40, Andreas Ekstrand <
andreas.ekstr...@remograph.com> wrote:
> I'm using osgText to show vertex numbers. Often enough it's only 0,1,2 for
> triangles but it can be several hundred thousands of them.
>
> It's never been optimal, I know - and I guess this is
Hi,
until now I improved visualization performance of my application in several way
thanks to your suggestions.
Now I would like to go another step ahead.
May be this is common topics but it is not clear to me how to solve it.
I have a CAD-like application.
Potentially a scene can contain
Hello,
Related to my other post about integrations with QtQuick, to achieve optimal
performance I need to run a task on the graphics thread with some very
particular timings, and I’m hoping for some advice on the most compatible way
to achieve that. Especially, I’d like a solution which is
Hi,
I'm using osgText to show vertex numbers. Often enough it's only 0,1,2
for triangles but it can be several hundred thousands of them.
It's never been optimal, I know - and I guess this is the time to do
something about it, I will look into an alternative way without osgText.
Any
On 22 September 2017 at 09:07, bret curtis wrote:
> Sorry to keep spaming, but noticed here:
> http://lists.openscenegraph.org/pipermail/osg-users-
> openscenegraph.org/2017-September/date.html
>
> That AnyOldName3 is listed by his real-name: Chris
>
> Or am I still missing
Hi list.
I am not such an expert in CMake to say it for sure. In fact, I
basically only know how to use it. Never did a sophisticated script
myself. But it looks to me that some CMakeLists.txt in OSG v3.4.1 has a
problem when building for MSVC in debug (and in my particular case in 64
bit
> On 19 Sep 2017, at 15:28, Kamil Zaripov wrote:
>
> Now I’m trying to build osgqtquick library (or just code that is responsible
> to create QQuickItem) for Android. However I would like to know is there any
> library that surely works under desktop platforms (Windows,
Sorry to keep spaming, but noticed here:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2017-September/date.html
That AnyOldName3 is listed by his real-name: Chris
Or am I still missing something?
--
Read this topic online here:
Do I need to change mine?
I've never used OSG's ML, just purely kept my questions and comments on the
forum.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72040#72040
___
osg-users mailing list
Hi Bret,
On 22 September 2017 at 08:40, bret curtis wrote:
> AnyOldName3, or AON3 for short, is a respected OpenMW developer. I don't
> see how their nickname has any merit on a technical discussion. Maybe they
> want to distance themselves from their work and keep a
Hi Antoine,
On 21 September 2017 at 18:55, Antoine Rennuit
wrote:
> Now for the suggestion to use a custom technique, are you thinking about
> using GL_SELCT with glRenderMode() and the glInitNames() / glPushName()
> functions? If so, do you know any example code
Hi Robert,
AnyOldName3, or AON3 for short, is a respected OpenMW developer. I don't see
how their nickname has any merit on a technical discussion. Maybe they want to
distance themselves from their work and keep a pseudonym, who are we to care so
long as they are willing and able to
On 21 September 2017 at 18:03, Maurizio Vitale wrote:
> I'm confused, what is so offensive in AnyOldName3? Stupid, I'd agree, but
> offensive, I just don't see it.
>
It's been done with a complete lack of respect for the system asking for
user human readable names. It's
Hi Robert,
AnyOldName3, or AON3 for short, is a respected OpenMW developer. I don't see
how their nickname has any merit on a technical discussion. Maybe they want to
distance themselves from their work and keep a pseudonym, who are we to care so
long as they are willing and able to
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