Re: [osg-users] How to make the change of a dynamic node in another thread

2015-01-14 Thread Robert Osfield
Hi Xia, It's a bit late in the evening for me to go into the topic deeply. It's not possible for us to know what is specifically going amiss in your case as the details are too scant, the best we can do is provide some general pointers: For datasets with a large number of nodes and vertices the

Re: [osg-users] [build] OpenScreneGraph with embedded linux

2015-01-14 Thread Chris Hanson
We've worked with the imx6 platform, but not running Qt, just running OsgViewerEmbedded in an EGL context we created ourselves. You have a full mouse and keyboard environment on your imx6 platform? Is it Ubuntu-based? ​The output you want is what's in the bin folder -- copy that over to your

Re: [osg-users] How to make the change of a dynamic node in another thread

2015-01-14 Thread Julien Valentin
BlankDVD wrote: I want to implement a dynamic node. Actually, it is a terrain, changing with time. The calculation costs a lot, which cannot be done in one frame. My silly attempts are as follows: At first, I tried to change vertices in an UpdateCallback, with the whole change done per

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Robert Osfield
Hi Chris, On 14 January 2015 at 11:58, Chris Hidden ch...@erghis.com wrote: At the moment Im trying to get hardware skinning working by following the osganimationhardware example. As of now I haven't got it working as for some reason it won't load the shaders/skinning.vert file. Not sure

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Sebastian Messerschmidt
Hi Chris, Did you simply try to do nothing in the callback? Maybe the callback is called to often per frame. Also I've sort of lost track how you apply the matrices to your boned model. If you are using visitors to retrieve the bones in the callback, it might be simply to slow. I would use

[osg-users] How to make the change of a dynamic node in another thread

2015-01-14 Thread Xia Baobao
I want to implement a dynamic node. Actually, it is a terrain, changing with time. The calculation costs a lot, which cannot be done in one frame. My silly attempts are as follows: At first, I tried to change vertices in an UpdateCallback, with the whole change done per frame. Of course this

Re: [osg-users] CPPDepend free license for OpenSource Projects

2015-01-14 Thread Robert Osfield
Hi Sebastian et. al, Do you have any experience with CppDepend? Robert. On 12 January 2015 at 22:10, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Folks Robert, I've just found this interesting offer: http://www.cppdepend.com/CppDependfoross.aspx They claim, that an

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
So I was just in the process of trying to attach the statshandler to my viewer and I can't seem to pull anything up on screen. I was looking at the osguserstats exmaple and it seems pretty straightforward. Just attach the pointer of a new statshandler to the viewer right? I took a look at

Re: [osg-users] [build] Building OpenSceneGraph-3.3.4 with GDAL 2.0

2015-01-14 Thread Bob Moskovitz
Hi, This is information I got from the GDAL devs: cgs_bob hello all. I was trying to compile OpenSceneGraph-3.0.1 and got this error http://pastebin.com/raw.php?i=c1MAC1rQ . Is this related to api changes in GDAL 2.0? How do I fix it? EvenR cgs_bob: yes. see

[osg-users] Billboard shadows

2015-01-14 Thread Johan Hedstrom
Hi, I have some trouble with shadow casting for screen aligned billboards. The problem is that billboards don’t get the correct rotation for the shadow casting pass, from the shadows casted on the terrain it seems that the billboards has the same rotation for the shadow camera as applied by

[osg-users] Understanding viewer and camera stats

2015-01-14 Thread Nicolas Baillard
Hello everyone. The application I'm working on (a plane simulation) is producing a low framerate so I'm trying to figure out where the bottleneck is. For that purpose I'm collecting the stats from the viewer and the camera. But, even after looking at the code, I have trouble understanding what

Re: [osg-users] [build] Building OpenSceneGraph-3.3.4 with GDAL 2.0

2015-01-14 Thread Jordi Torres
Hi Bob, AFAIK There is not a bug tracker for OSG. The trac is not open for registration intentionally, it is out of date and it is up for backup/historical purposes only. Cheers. 2015-01-12 19:32 GMT+01:00 Bob Moskovitz bobd...@gmail.com: Is there a bug tracker for osg? I've seen the trac

Re: [osg-users] CPPDepend free license for OpenSource Projects

2015-01-14 Thread Sebastian Messerschmidt
Am 13.01.2015 um 15:57 schrieb Robert Osfield: Hi Sebastian et. al, Do you have any experience with CppDepend? I've used it a while ago to analyze bigger projects in terms of design, API breaking changes etc. It also helps finding dead code, poor design in complex class hierarchies and

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
you did press the s key several times to enable all these statistics, right? I do not really know how to make your application compatible with the stats handler. maybe you can hack up a full screen, non-transparent version, just for testing. Christian 2015-01-13 16:17 GMT+01:00 Chris Hidden

Re: [osg-users] how to set the shadow color of pssm?

2015-01-14 Thread Sebastian Messerschmidt
Hi ? (could you please provide a name?) You could modify the fragment shader for this. AFAIK, you can set your own shader to the shadow technique. Cheers Sebastian Hi, I'm using osgShadow::ParallelSplitShadowMap Shadow Technique,but I can not find function to set shadow color ? Could

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Robert Osfield
On 14 January 2015 at 11:20, Christian Buchner christian.buch...@gmail.com wrote: Your posting came through just fine, and it seems your draw performance is fine, but your update traversal is excessively slow. It would be important to find out if the CPU is spent in some inefficient parts of

Re: [osg-users] [build] Building OpenSceneGraph-3.3.4 with GDAL 2.0

2015-01-14 Thread Robert Osfield
Hi Bob, On 12 January 2015 at 18:32, Bob Moskovitz bobd...@gmail.com wrote: Is there a bug tracker for osg? I've seen the trac openscenegraph website but the registration page seems to be broke. I've deliberately avoiding bug trackers so that issues are reported osg-users so that many eye

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
Your posting came through just fine, and it seems your draw performance is fine, but your update traversal is excessively slow. It would be important to find out if the CPU is spent in some inefficient parts of OSG, or if the majority is spent in some OpenGL driver API calls. CPU profiling will

[osg-users] how to set the shadow color of pssm?

2015-01-14 Thread GuiYe
Hi, I'm using osgShadow::ParallelSplitShadowMap Shadow Technique,but I can not find function to set shadow color ? Could you tell me what should i do ? Cheers___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
H... maybe my edit and other post haven't come through yet? I did get the statshandler working, I wrote an edit to my post, and posted some pictures and details about it yet another post underneath it. Are they not visible maybe? Thank you! Cheers, Chris -- Read this

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
as the update traversal is CPU code, it might help to run a CPU based profiling tool over it to see where the time is actually being spent. The Visual Studio Community edition has a lot of useful profiling features. Christian 2015-01-13 17:19 GMT+01:00 Chris Hidden ch...@erghis.com: Now for

Re: [osg-users] Understanding viewer and camera stats

2015-01-14 Thread Robert Osfield
HI Nicolas, I don't have time right now to write an essay on this stuff, so just a few hints. When the stats talk about even traversal time etc, they are talking about that the time in milliseconds for that particular traversal. Frame time includes a wait period for vsync to happen (if you have

Re: [osg-users] [build] Building OpenSceneGraph-3.3.4 with GDAL 2.0

2015-01-14 Thread Robert Osfield
Hi Bob, How far have you got with porting? BTW, could you try working on at least OSG-3.2.1, or preferably the svn/trunk so that you are testing against the latest OSG - this is also where any fixes you have will be checked in. Retaining backwards compatibility with compiling against GDAL-1.x is

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
Hi guys thanks for the quick replies! I am indeed testing in Release always now. (I've learnt my lesson ;)). At the moment Im trying to get hardware skinning working by following the osganimationhardware example. As of now I haven't got it working as for some reason it won't load the

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
Hi guys thanks for the quick replies! I am indeed testing in Release always now. (I've learnt my lesson ;)). At the moment Im trying to get hardware skinning working by following the osganimationhardware example. As of now I haven't got it working as for some reason it won't load the