Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-27 Thread Arif Yetkin Sarı
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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-27 Thread Sergey Polischuk
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my point is that you get correct frame with interpolation, but by the time frame rendered your simulation results outdated.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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Arif Yetkin Sarı
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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread J.P. Delport
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,

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Arif Yetkin Sarı
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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Tomlinson, Gordon
@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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-25 Thread Buckley, Bob CTR MDA/DES
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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-25 Thread Chuck Seberino
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

[osg-users] Jitter problem - OSG Nvidia Physx

2011-01-24 Thread Arif Yetkin Sarı
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

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-24 Thread Tomlinson, Gordon
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