Hi Brad,
To benchmark, you can change the quality of the compression in
TextureUtils.cpp.
For the moment, the compression is set to nvtt::Quality_Production,
using nvtt::Quality_Normal you should have much better result. As I
remember from the nvtt documentation, nvtt::Quality_Normal is much
Hi Brad,
I just check the code, in fact it does not work when using --terrain,
only with --polygonal.
I am submitting a fix to Robert.
Cheers,
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
path working with nvtt? I saw no
difference in performance when I rebuilt with cuda support so I am
guessing it wasn't being used.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Fabien
.
Are you testing in debug build of the OSG?
Robert.
On Wed, Oct 6, 2010 at 1:47 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
Hi,
We uses the last developer version of OpenSceneGraph 2.9.9, with the
last version of VPB.
There is a very important performance problem
usage.
Robert.
On Thu, Aug 19, 2010 at 4:10 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
Hi Robert,
I modify a little bit VPB so that it can works without an active
opengl context.
First, i use some command line options in order to not need a opengl
context, disable
A quick mail just to give more opinions on the subject.
We stopped using osgParticle for performance reasons. osgParticle is a little
bit overengineered for a real time particle system, the particle simulation
loop is quite bloated with different layer of abstractions that are finally not
so
McAllister (http://www.particlesystems.org/). Any other ideas
and usable source code are welcome and appreciated.
Cheers,
Wang Rui
2010/8/17 Fabien Lavignotte fabien.lavigno...@vegatechnologies.fr:
A quick mail just to give more opinions on the subject.
We stopped using osgParticle
Hi Jean Sebastien,
I have removed the warning by putting the declaration of objectDeleted()
directly into the class definition. See attached file.
It seems to be a compiler bug. I love template :)
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi All,
In order to compile on Windows with Wrappers ON, some exports are still missing
on osgPresentation::AnimationMaterialCallback and
osgUtil::IncrementalCompileOperation::CompileSet.
Regards,
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
texture object when the size changes. This would
avoid the need for an expensive scale operation, and also enable the support
under GLES and GL3 to work as neither have GLU.
As for the difference in behavior on your systems I can't explain.
Robert.
On Mon, Dec 7, 2009 at 6:23 PM, Fabien Lavignotte
Hi Robert,
It works now with my example on windows.
But i have a problem with my application, i am currently playing with
Texture2D::SubloadCallback to optimize my image data transfer, and also avoid
double buffering when using a drawing thread.
There is a small bug with your change and
it, but
in the end never did or need to it.
Since the method isn't used I've just removed it and updated the wrappers.
Could you do an svn update and let me know if things work fine.
Cheers,
Robert.
On Fri, Dec 4, 2009 at 5:54 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote
this bug, I can then use this to
rerpduce the bug and then confirm a fix to it.
Thanks,
Robert.
On Mon, Dec 7, 2009 at 8:55 AM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
Update done and everything builds correctly now on Windows, MSCV2008.
But at runtime, i have a problem
resizing.
Do you size any resize message output the console. What OS, hardware and
drivers are you working with?
Robert.
On Mon, Dec 7, 2009 at 3:50 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
Hi Robert,
I have made a simple example based on osghud. Just press the 'a' key
Hello,
I have tested the trunk r10851 on Windows, MSVC 2008.
I have a problem at build time, osgAnimation wrappers has not linked because a
method (updateGraph) is not found. I just commented the method, and then
everything build correclty. The wrappers have not been updated maybe?
During the
The osgViewerQt example does not take into account modifier key. So, the
OSG modifier mask is always zero.
I have changed the conversion between Qt event and OSG event to handle
modifier properly.
Here is my code. You can adapt this code in your widget. Let me know if
you need some help.
Fabien
,
Cedric
Fabien Lavignotte wrote:
For blending I have checked osganimationtimeline, the TimeLine thing is quite
nice but i am not sure it cover my needs.
I just wanted to blend smoothly when going from one animation loop to another
(for exemple run-walk, then walk-stand). Looking at TimeLine
in my code... or
maybe in osgDB
Not sure which is the best?
Fabien Lavignotte
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: Re: [osg-users] Problem when loading local then distant png
file
Hi Fabien,
Which version of the OSG are you testing osgEarth against?
Robert.
On Mon, Jan 26, 2009 at 1:29 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
While trying osgEarth (great work by the way), I find
janvier 2009 16:24
To: jasonbever...@gmail.com; Fabien Lavignotte
Cc: OpenSceneGraph Users
Subject: Re: [osg-users] Problem when loading local then distant png
file
Hi Jason Fabien,
I'm introducing Jason into discussion in the hope that he'll have some
ideas about what is going wrong as Jason's
Hi,
I have tested the integration between Qt GraphicsView and OSG too.
To have better results, don't use drawBackground() to do OSG drawing but
overload the paint event of QGraphicsView, somthing like that :
void MyGraphicsView::paintEvent( QPaintEvent* event )
{
QGLWidget* widget =
I have been through an issue that has been discussed previously on the
osg-users mailing list. I have put the previous discussion below (it was
end of august).
The culling traversal was never called on an AutoTransform with auto
scale because of small feature culling.
So Robert answers with three
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