Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Andrea Martini
Hi Robert, thank you for your suggestion. After using of : osgDB::Registry::instance()->setBuildKdTreesHint(osgDB::Options::BUILD_KDTREES); and osgUtil::IntersectionVisitor iv(intersector.get()); iv.setUseKdTreeWhenAvailable(true); intersector visitor performances are good again. Now, the

Re: [osg-users] DirectX Texture Stage Sets to OSG

2018-12-05 Thread michael kapelko
Hi. It would be good to know what that format is all about, never seen it before. On Tue, 4 Dec 2018 at 23:46, sam wrote: > > Hi All, > > I have a file format that is laid out as follows: > > [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static] > { > b dither = false; > b hasalpha = false; >

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Chris Hanson
Here's one take on the matter: http://ogldev.atspace.co.uk/www/tutorial29/tutorial29.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Chris Hanson
Do you only need drawable-level discrimination? You can spend a lot of effort intersection testing each polygon on the CPU. You can also offload a lot of the work onto the GPU, but OSG doesn't do this for you. If you only need the ray hit closest to the Eye, you can also use a variant of Picking

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Andrea Martini
Hi Chris Hanson, thank you for your suggestion and your advanced solution. However, the Robert Osfield's answer solved completely issues concerning my unclear question. At the moment i find very hard to improve (using my equipment) performance beyond 0.01 ms. Anyway, i will take in

Re: [osg-users] Render multiple PRE_RENDER cameras to FBO

2018-12-05 Thread ivar out
Hi, One more question, do you have any suggestions on how to achieve multisampling when rendering multiple multisampled cameras to the same texture (as in the code above) ? I haven't been able to find an answer on how to achieve this using OpenSceneGraph yet. Thank you! Cheers, ivar

Re: [osg-users] DirectX Texture Stage Sets to OSG

2018-12-05 Thread sam
Hey Michael, It's a format used in the game Dungeon Siege. When the game goes to load up its texturing information, it uses those "TSD" files in order to setup the texture state sets for DirectX. I did proof of concept up here: https://pastebin.com/FwaYd1S9. If you have anymore questions or

Re: [osg-users] Speeding u/down animation smoothly

2018-12-05 Thread Julien Valentin
Code: float getAnimationTime{return ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;} so you'll have to do math!! ;) dhhabyc wrote: > Hello, > > I'm trying to sppeding up/down an animation using AnimationPathCallback. The > idea is to pause/speed/up/down the animation using key

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Chris Hanson
If you are achieving .01ms with your current hardware and model, and you are happy with that, by ALL means, you should not put further effort into it. I remarked as much for other's benefit and for those who might read the thread in the future and wonder about strategies for working with more

[osg-users] Speeding u/down animation smoothly

2018-12-05 Thread Diego Mancilla
Hello, I'm trying to sppeding up/down an animation using AnimationPathCallback. The idea is to pause/speed/up/down the animation using key strokes, for this I have a GuiEventHandler derived class and a NodeVisitor derived class. So far I've playing round with the base clases AnimationPath and

Re: [osg-users] Speeding u/down animation smoothly

2018-12-05 Thread Julien Valentin
set _firstframe to 0 to think in animation time base (not in simulation time) let timemultiplier to 1 and set latesttime to what you want(in animation time base) then setup mp3butcher wrote: > > Code: > float getAnimationTime{return > ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;} >