Re: [osg-users] osg threading model

2011-12-16 Thread Vijeesh Theningaledathil
Hi,

Thanks a lot Jason

Thank you!

Cheers,
Vijeesh

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Re: [osg-users] osg threading model

2011-12-13 Thread Jason Daly

On 12/13/2011 01:47 AM, Vijeesh Theningaledathil wrote:

Hi,

   Excuse me for posting this question as I'm just a beginner in the computer 
graphics. Which threading model will give the best performance in a dual core 
computer with Nvidia Quadro graphics card.


The answer to that will depend on your application.  If you're not sure, 
just let OSG pick the threading model for you (the default).




Also I have a doubt regarding the makeRotate for camera rotation. If I use 
pitch,roll, yaw order, camera rotation doesn't work. I have to use roll , 
pitch, yaw order only. Why this is required?


I'm not sure what you're asking.  None of the makeRotate methods in 
osg::Matrix explicitly refer to pitch, roll, or yaw.  The generic answer 
is that Euler angle rotations are not commutative (the order in which 
you apply the rotations is mathematically significant).


Look here for more details:

   http://www.euclideanspace.com/maths/geometry/rotations/euler/index.htm

or, better yet, just avoid them altogether:

   http://www.sjbaker.org/steve/omniv/eulers_are_evil.html

--J

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[osg-users] osg threading model

2011-12-12 Thread Vijeesh Theningaledathil
Hi,

  Excuse me for posting this question as I'm just a beginner in the computer 
graphics. Which threading model will give the best performance in a dual core 
computer with Nvidia Quadro graphics card. 

Also I have a doubt regarding the makeRotate for camera rotation. If I use 
pitch,roll, yaw order, camera rotation doesn't work. I have to use roll , 
pitch, yaw order only. Why this is required?


Thank you!

Cheers,
Vijeesh

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44355#44355





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