Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2016-01-06 Thread Robert Osfield
On 5 January 2016 at 18:52, Nickolai Medvedev  wrote:
> Hello, Robert.
>
> In VirtualPlanetBuilder there is no "manual" control, to be exact - it is 
> impossible to specify the fixed quantity of triangles or vertices, or the 
> landscape size. Why so?

VirtualPlanetBuilder by default generates tiles as
osgTerrain::TerrainTile, the TerrainTile has a user definable
TerrainTechnique that builds the final geometry data from the
heightfiled+texture data provided by the TerrainTile.  There are now
two TerrainTechnique implementations in OSG-3.4, GeometryTechnique and
DisplacementMappingTechnique.  Currently GeometryTechnique honours the
Terrain::SampleRatio and will downsample to fit with the target
SampleRatio, DisplacementMappingTechnique doesn't yet have this
support.

In general though one builds a VPB database with the appropriate
resolution in mind so downsampling isn't required.  It's all LOD'd and
paged with it so load balancing is done automatically for you,  It's
not a "fixed quantity of triangles or vertices" but it such a metric
is a misleading one to use in most applications including games, the
bottom line is hitting a solid framerate, this is what VPB and the
osgDB::DatabasePager are all about.

I can't help but feel that you are a bit blinkered by preconceptions
how one to solve problems rather than setting the goals in a more
objective way relative to the game deliverables.

Robert.
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Re: [osg-users] OpenThreads won't stop on Windows...

2016-01-06 Thread Robert Osfield
Hi Shayne,

The thread won't exit at any random point, it'll exit when it checks
whether the thread is cancelled or not.  Have a look at the way
testCancel() and co-operatively which against a done flag are done in
the OSG, such as src/osg/OperationThread.cpp.

Robert

On 6 January 2016 at 04:56, Shayne Tueller  wrote:
> Hi,
>
> I'm using OpenThreads in an app that's using osgEarth. When I go to stop the 
> thread, I call the cancel() method but it doesn't seem to be working. The 
> thread is still running. Is there something else I need to do to stop the 
> thread and shut it down? I have a stopThread() method that breaks out of my 
> loop in the run() method, however, the thread is sometimes paused in 
> execution inside the loop when I go to shut it down. I need to stop the 
> thread unconditionally when I go to exit. I thought cancel() would do it but 
> it doesn't work.
>
> Thoughts?
>
> Thank you!
>
> Shayne
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=65955#65955
>
>
>
>
>
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Re: [osg-users] Use question about SampleDensityWhenMoving property in osgVolume

2016-01-06 Thread Alex Taylor
Robert,

Thank you. Rendering on demand is what I'm doing, this helped. Thanks.

Alex
On Mon, Jan 4, 2016 at 11:30 AM Robert Osfield 
wrote:

> HI Alex,
>
> I haven't seen this issue myself.  Any chance your viewer just
> rendering on demand rather than constant rendering.
>
> Robert.
>
> On 4 January 2016 at 15:41, Alex Taylor  wrote:
> > Hi,
> >
> > I've looked through the code and example for SampleDensityWhenMoving and
> I
> > have a basic use question. My question is this, when I set the
> > SampleDensityWhenMoving property, I do see that the Ray Tracing is
> > downsampled as I rotate the view. However, when I stop rotating, I miss
> the
> > final update where I would expect the rendering to go back to the value
> > specified by the SampleDensityProperty. In other words, it stays sampled
> at
> > the downsampled value specified at SampleDensityWhenMoving.
> >
> > Is there anything extra I'm expected to do when using
> > SampleDensityWhenMoving? I'm using osgVolume in the context of a larger
> > codebase, so it's quite possible something is set elsewhere which is
> causing
> > problems. Thought I'd ask though.
> >
> > Thanks,
> >
> > - Alex
> >
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Re: [osg-users] OpenThreads won't stop on Windows...

2016-01-06 Thread Shayne Tueller
Robert,

Thanks for the feedback. 

I wasn't doing the checkCancel() in my loop in the run() method. Once I put 
that in there, it started working as expected when I called cancel() for a 
particular thread.

Interestingly, when I started pinning each thread on a different processor 
using setProcessorAffinity(), I could no longer cancel the threads (i.e. they 
wouldn't stop running). If I let the OS scheduler decide where the threads are 
running (by not calling setProcessorAffinity()) or pin the threads on the same 
processor, cancel() started working again. 

Not sure why it is doing this. For now, I'll just ignore setting the processor 
affinity for each thread so that cancel() will work properly when I shut down 
the threads...

Shayne

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[osg-users] Multiple meshes with different animations

2016-01-06 Thread sam
Hi All,

I have successfully implemented the ability to setup my skeleton, geometry,
rig geometry and weighting for a custom format. However, I'm unsure of how
best to add multiple meshes to the scene graph that have independent
animations. Currently I am loading a mesh file and then doing a clone using
DEEP_COPY_ALL - this feels incorrect. Ultimately I'd like to be able to
share the geometry across all the meshes in the scene but still have them
animate independently. Is there an example that can point me in the right
direction?

Thanks, Sam
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Re: [osg-users] Use question about SampleDensityWhenMoving property in osgVolume

2016-01-06 Thread Robert Osfield
On 6 January 2016 at 15:09, Alex Taylor  wrote:
> Robert,
>
> Thank you. Rendering on demand is what I'm doing, this helped. Thanks.

You'll just need to render an extra frame when the viewer stops to get
the high res back.  This will probably require you to manage the frame
loop yourself rather than rely upon viewer.run() - that is if you
aren't already managing it yourself.
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