On Mon, Dec 20, 2010 at 4:51 PM, John Denker <j...@av8n.com> wrote:
> On 12/20/2010 05:42 AM, henri orange wrote:
>
> > At FG load, i get a lot of these warning messages:
> >
> > TangentSpaceGenerator: unknown primitive mode 9
> >
> > Is it just me ? is there any possibility to avoid it ?
>
> It's not just you.
>
> There are at least two or three bugs involved here.
>
> 1) It is a bug that one part of OSG would generate a primitive mode
> that cannot be handled by other parts of OSG.
>
...
> 2) It is a bug in OSG that the error message is remarkably uninformative.
> The message doesn't say what caused the problem. It doesn't say how
>
...
>
> 3) It's not clear to me whether this can be considered a bug in FG,
> or whether changing FG so as to avoid provoking the OSG bug would
> be worth the trouble. Changing FG would be a royal pain, because
> of item (2) above.
>
> I consider this to be a bug in the OSG .ac plug-in. It runs the GLU
tessellator on convex polygons, which produces a collection of triangles and
polygons, but doesn't turn the polygons into triangles. These days there is
little to recommend the OpenGL primitive type.
> On 04/22/2010 03:12 PM, Tim Moore wrote:
> >> It would be best to get the polygons out of the loaded geometry. The
> >> INDEX_MESH optimizer that was recently added to OSG will do this.
>
> How recently was it added?
>
> How soon will it fix the problem?
>
git log -SINDEX_MESH
...
commit 595d04fec8cf0faee7bd7e6a9e97872e78a022d7
Author: robert <rob...@16af8721-9629-0410-8352-f15c8da7e697>
Date: Thu Mar 11 18:15:20 2010 +0000
>From Time Moore, "This submission implements 3 optimizations for meshes.
INDEX_MESH turns DrawArrays style geometry into DrawElements, uniquifying
the vertices in the process. This is useful for certain loaders, like ac3d,
which just spit out DrawArrays. VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM
optimize mesh triangle and vertex order for the caches on a modern GPU,
using Tom Forsyth's algorithm. I describe this and the big difference it
makes (38% improvement on a very large mesh) in my blog,
http://shiny-dynamics.blogspot.com/2010/03/vertex-cache-optimization-for-osg.html
."
git branch -a --contains 595d04fec8
...
remotes/OpenSceneGraph-2.8
remotes/tags/OpenSceneGraph-2.8.3
remotes/tags/OpenSceneGraph-2.8.3-rc1
remotes/tags/OpenSceneGraph-2.8.3-rc2
remotes/tags/OpenSceneGraph-2.8.3-rc3
remotes/tags/OpenSceneGraph-2.9.10
remotes/tags/OpenSceneGraph-2.9.8
remotes/tags/OpenSceneGraph-2.9.9
(Yes, I am cheating by using git svn to work with OSG sources.)
>
> Installing the latest OSG SVN does not appear to be sufficient to
> fix the problem.
>
> These optimizers are not part of the default set because they are not
always appropriate. A small code change is needed in Simgear to use
INDEX_MESH.
Time[sic]
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