Re: [osg-users] osgWidget performances
Hi, The masks was a good idea, and there is a little bit improvement but not enough in my case... I'm still trying to make some improvement using them, but without the expected success. So if you have any other idea... please share it ! Thanks. Regards, Vincent Le 16/04/2012 17:27, Kim Bale a écrit : Whilst I haven't used osgWidget, I know we had a similar performance issue with picking when we didn't use an appropriate node mask for picking so that only the pickable objects in the scene are considered. I wonder if osgWidget has implemented one in it's pick handler. Regards, Kim. On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote: Hi all, I'm currently trying to find a performance improvement in osgWidget due to some lag we have in our application : We use osgWidget to manage some things at runtime, but we realized that performances were dropping in big scenes. Using profiler co, I found that the osgWidget::WindowManager::pickAtXY function is very expensive in time... Here is my question : this method is called on every event, specially on mouse move and click, event if the mouse is not over Widgets... Is there any reason to make this ? Can this be improved, for example doing it only if the mouse is over the widgets, using a simple XY square test... Thanks for your answers. Regards, Vincent. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget performances
Hi Vincent, On 18 April 2012 08:55, Vincent Bourdier vincent.bourd...@gmail.com wrote: The masks was a good idea, and there is a little bit improvement but not enough in my case... I'm still trying to make some improvement using them, but without the expected success. So if you have any other idea... please share it ! I'm not that familiar with osgWidget but change WindowManager.cpp to use a local IntersectionVisitor to traversal just the osgWidget subgraph rather than the whole scene graph this way the performance won't vary with the main scene graph. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate two (or more) texts as one to the Screen
Hi Robert, thanks for your tip! It worked perfectly that way :) So thank you again and I'm sorry for the late reply, but I haven't had time to try it lately :( Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47112#47112 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering osgText::Text using osg::Material?
Hi, Because osgText calls state.Color in drawImplementation and this overrides glColor4fv in osg::Material::apply(State) const when using osg::Material with colorMode = OFF Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47117#47117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] What can cause glCompileShader FAILED?
Hi all, Can someone explain what can cause a shader to not compile? I have a two programs with nearly identical build systems, using the same OSG libraries (3.1.1) on the same machine. One can compile and run shaders, while the other produces this: Code: Compiling VERTEX source: 1: // microshader - colors a fragment based on its position 2: varying vec4 color; 3: void main(void) 4: { 5: color = gl_Vertex; 6: gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 7: } VERTEX glCompileShader FAILED Compiling FRAGMENT source: 1: varying vec4 color; 2: void main(void) 3: { 4: gl_FragColor = clamp( color, 0.0, 1.0 ); 5: } FRAGMENT glCompileShader FAILED Linking osg::Program id=0 contextID=0 glLinkProgram FAILED I am invoking it in a standard way like this: Code: osg::Geode* geode = new osg::Geode(); geode-addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1))); root-addChild(geode); osg::Program * prog = new osg::Program; prog-addShader ( new osg::Shader(osg::Shader::VERTEX, microshaderVertSource ) ); prog-addShader ( new osg::Shader(osg::Shader::FRAGMENT, microshaderFragSource ) ); geode-getOrCreateStateSet()-setAttributeAndModes( prog, osg::StateAttribute::ON ); It has to be something in my scene graph. Some state being inherited, or some setting that I'm unaware of. Any help would be greatly appreciated. Extra info: OSX=10.7.3, osgversion=3.1.1, GPU=nvidia GeForce 8600M GT glVersion=2.1, isGlslSupported=YES, glslLanguageVersion=1.2 Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47118#47118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What can cause glCompileShader FAILED?
Hello Mike, maybe it is easier for us to follow if you elaborate in what the nearly identical build systems differ. cheers Sebastian Hi all, Can someone explain what can cause a shader to not compile? I have a two programs with nearly identical build systems, using the same OSG libraries (3.1.1) on the same machine. One can compile and run shaders, while the other produces this: Code: Compiling VERTEX source: 1: // microshader - colors a fragment based on its position 2: varying vec4 color; 3: void main(void) 4: { 5: color = gl_Vertex; 6: gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 7: } VERTEX glCompileShader FAILED Compiling FRAGMENT source: 1: varying vec4 color; 2: void main(void) 3: { 4: gl_FragColor = clamp( color, 0.0, 1.0 ); 5: } FRAGMENT glCompileShader FAILED Linking osg::Program id=0 contextID=0 glLinkProgram FAILED I am invoking it in a standard way like this: Code: osg::Geode* geode = new osg::Geode(); geode-addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1))); root-addChild(geode); osg::Program * prog = new osg::Program; prog-addShader ( new osg::Shader(osg::Shader::VERTEX, microshaderVertSource ) ); prog-addShader ( new osg::Shader(osg::Shader::FRAGMENT, microshaderFragSource ) ); geode-getOrCreateStateSet()-setAttributeAndModes( prog, osg::StateAttribute::ON ); It has to be something in my scene graph. Some state being inherited, or some setting that I'm unaware of. Any help would be greatly appreciated. Extra info: OSX=10.7.3, osgversion=3.1.1, GPU=nvidia GeForce 8600M GT glVersion=2.1, isGlslSupported=YES, glslLanguageVersion=1.2 Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47118#47118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What can cause glCompileShader FAILED?
Hi Sebastian, Indeed, I now realize that it is some sort of build setting! To clarify, the program with broken shaders was built with XCode, while the one that works was built with an autotools project. Both link with the same libs and have all the same flags (I think; will verify). Furthermore, I just tried to build the broken program using an autotools system and the exact same code works... so it definitely a setting in my XCode project. I'll poke around to see if I can find the setting, but if anyone knows of an XCode flag that would prevent shaders from working, I'd be grateful to know. -Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47122#47122 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Strange line in FileUtils.cpp
Hello, Line 59 in FileUtils.cpp seems strange: #ifdef __IPHONE_4_0 (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0) Clang warns me about extra tokens at end of #ifdef directive at the . Shouldn't the correct syntax be as below? #if defined( __IPHONE_4_0) (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0) Cheers Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Character modeling + Cloth simulation + Blender osgExporter
Hi, Thank you for replying. Glad to see that other people are using Makehuman + OSG. I reported some issues about the exporter at : https://github.com/cedricpinson/osgexport/issues/10#issuecomment-4973016 If I understand, do you export in fbx from Blender ? Are there some reasons why you preferred to export in .fbx instead of .osg ? While trying to export a clothed model to .fbx and displaying the .fbx file with QuickTime, I got the skin as peeking through the clothing as in Makehuman GUI. Have you also encountered problems about exporting the eyebrows with .fbx format ? I had such a problem while exporting to OSG from Blender. This problem does not occur while importing to 3DSMAx as. obj file from Makehuman and exporting to OSG with the MaxExporter. About the clothing with Makehuman model, could you explain more about how you did it ? As far as I understand, MakeHuman uses masks to hide the parts of the body which are covered with clothes, so there is no UV map for clothes. Also, did you use the MHX tools (MHX expression, MHX Lipsync) for animation ? If so, did they export well with fbx ? A great lab in Geneva, Miralab, works a lot on cloth simulation and they are using OSG as their 3D engine. I read an interesting thesis report using Poser + OSG from their lab (“Virtual mirror” by using real-time motion capture” … Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47124#47124 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume not working with latest ATI Radeon drivers on Windows
Hello OSG users, osgvolume does not work for me with an ati card and found the following thread in the archives which sounds like the same issue but unfortunately without a solution: http://forum.openscenegraph.org/viewtopic.php?t=8913start=0postdays=0postorder=aschighlight= I am using Windows Vista 64 with a ATI Radeon HD 5800 with the most recent Catalyst driver and get a black screen whenever I load a stack of images in osgvolume. The volume displays fine with a GeForce card. Other people have had similar issues ? cheers, guillaume ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to use CMake to construct an OpenSceneGraph project ?
Hi, I have just downloaded the OpenSceneGraph source, unzip it into ~/OpenSceneGraph-3.0.1 directory and use CMake to create an out-of-source eclipse make project in ~/OpenSceneGraph-3.0.1-build-eclipse-cdt directory. When I execute make in ~/OpenSceneGraph-3.0.1-build-eclipse-cdt directory, OpenSceneGraph builds successfully. I have not run sudo make install as I do not want to install OpenSceneGraph tightly into my Ubuntu system. Now I want to use CMake to create a project using the compiled OpenSceneGraph libraries. I use the following codes in CMakeLists.txt : CMAKE_MINIMUM_REQUIRED(VERSION 2.6) PROJECT( test_proj ) FIND_PACKAGE(OpenSceneGraph) ADD_EXECUTABLE( test test.cpp ) INCLUDE_DIRECTORIES(${OPENSCENEGRAPH_INCLUDE_DIRS}) TARGET_LINK_LIBRARIES( test ${OPENSCENEGRAPH_LIBRARIES} ) But it seems that OpenSceneGraph could not be found by CMake. Does anyone know how CMake could find the compiled OpenSceneGraph libraries in the ~/OpenSceneGraph-3.0.1-build-eclipse-cdt directory and use it to create projects as if I have tightly installed OpenSceneGraph using sudo make install. Thanks for any suggestion. Lawrence ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org