Hi again
I got what you meant hybr. As i said, When my fps is the same with physx freq,
it all works well. However,
The thing is my slowest fps is like 20 - 25 on simulation, so i cannot cap OSG
to always work at that slow rates.
So, i implemented an interpolation mechanism to get a generated
Hi,
To clarify my last message, my point is that you get correct frame with
interpolation, but by the time frame rendered your simulation results outdated.
Follow this basic example:
we render scene where box moving with 10 m\s
1st frame: box in initial position, frame rendered in 0.1 sec
2nd
Tomlinson, you are right, so i uploaded a video.
http://www.youtube.com/watch?v=hmqevNbXzy0
you can see that the movement is likely to freeze every few moments. Simply the
simulation is not smooth. One may think its due to fps drop or performance
issues. Nope, i still get this jittering effect
Hi,
are you making sure that, whenever a frame renders, the calculated
positions of the objects are all synchronised for the same simulation time?
What I mean is, are you sure you are drawing all cars at time t=0.5s
e.g. and not one at 0.5 and one at 0.51?
regards
jp
On 26/01/11 12:25,
J.P. Delport : I got what you meant. Yes, I believe the THREAD3 output is
robust. When we call physics.simulate() in THREAD3, for all entities in the
physics scene (which are bounding boxes of the real entities in OSG), we get
their positions and orientations at that exact time slice. Meaning
@lists.openscenegraph.org
Subject: Re: [osg-users] Jitter problem - OSG Nvidia Physx
J.P. Delport : I got what you meant. Yes, I believe the THREAD3 output is
robust. When we call physics.simulate() in THREAD3, for all entities in the
physics scene (which are bounding boxes of the real entities in OSG), we get
Subject: [osg-users] Jitter problem - OSG Nvidia Physx
Hello everyone.
We have been using OSG with nvidia physx for a driving simulation and we have
jitter problem, where the cars and other objects in the scene (controlled by
the physics) jitter annoyingly :). We believe that we update
Arif,
You haven't really said _what_ was jittering - is it your scene entities, or
your camera? If it is your entities, then what I am about to say won't really
apply to you. If it is your camera, then maybe it will give at least help to
give you a clue. You might want to check the order in
Hello everyone.
We have been using OSG with nvidia physx for a driving simulation and we have
jitter problem, where the cars and other objects in the scene (controlled by
the physics) jitter annoyingly :). We believe that we update the scenegraph in
a wrong way.
In our code :
There is a
and
administrative penalties.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arif Yetkin
Sarı
Sent: Monday, January 24, 2011 4:45 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Jitter problem
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