Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs
On 5 January 2016 at 18:52, Nickolai Medvedevwrote: > 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenThreads won't stop on Windows...
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 Tuellerwrote: > 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 > > > > > > ___ > 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] Use question about SampleDensityWhenMoving property in osgVolume
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 Osfieldwrote: > 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 > > > > ___ > > 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 > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenThreads won't stop on Windows...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65963#65963 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple meshes with different animations
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use question about SampleDensityWhenMoving property in osgVolume
On 6 January 2016 at 15:09, Alex Taylorwrote: > 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org