Re: [Flightgear-devel] Memory issues

2012-08-13 Thread James Turner
On 11 Aug 2012, at 18:21, Tim Moore wrote: > This is what osg::PagedLOD does, though we often forget that the > paging of the higher LODs is triggered in the cull phase. >> I can't recall what scene modifications are / are not permitted inside a >> cull-callbacl, howev

Re: [Flightgear-devel] Memory issues

2012-08-14 Thread Tim Moore
On Mon, Aug 13, 2012 at 7:40 PM, James Turner wrote: > > On 11 Aug 2012, at 18:21, Tim Moore wrote: > >> This is what osg::PagedLOD does, though we often forget that the >> paging of the higher LODs is triggered in the cull phase. >>> I can't recall wha

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread James Turner
il the tile is close to the viewer. Right now you generate lots of LOD nodes so we don't pay the rendering cost for distant tiles, but we're still paying a memory cost and loading time hit. The ideal approach is to use PagedLOD, i.e let the osgDB pager do the job it's intended

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
ound them without interference? Not yet, but that's a known bug that I would dearly like to fix. I'm hoping that the refactoring required to implement the PagedLOD will provide access to the data required. At present the static objects (e.g. manually placed buildings) are only ingested af

[Flightgear-devel] [patch] database pager calm-down

2008-04-25 Thread till busch
hi, tim recently noticed the database pager was repeatedly loading and unloading the same objects. he also tracked down the problem to missing bounding sphere information in osgDB::PagedLOD. this is a simplicistic approach to fix this: SGPagedLOD will now remember whatever value it sees for

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Mathias Fröhlich
e ago. I would go even further for the LOD's. In the meantime I have in fgviewer a PagedLOD whole world database tree running. This is similar to osg's marble dataset but carefully designed around our tile structure. Using this I think we can really replace a lot of our fine structured s

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Tim Moore
ostly* draw limited. The draws > are way too small to be efficient. That is a big problem, but we also have CPU bottlenecks upstream too. > James and I were talking about this some time ago. > I would go even further for the LOD's. In the meantime I have in fgviewer a > Paged

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread James Turner
On 18 Sep 2013, at 17:05, Stuart Buchanan wrote: > I did take a look at the PagedLOD approach - Matthias' code made a great > template to work from. Yes, that is exactly the model I would follow, and I am sure Mathias can be asked for additional hints on the best way to integrate

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
On Wednesday, September 18, 2013 19:05:22 Stuart Buchanan wrote: > I did take a look at the PagedLOD approach - Matthias' code made a great > template to work from. > > > -Stuart Stuart, this is totally unrelated, but what would be the price to pay to have collision with

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread James Turner
;t instantiating > a small set of buildings multiple times. > - the code is simpler > - more flexibility in adding complicated buildings such as signage, > extensions. > > If I implement a PagedLOD approach, it might reduce the memory > footprint sufficiently that we could s

Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Geoff McLane
On Sun, 2011-04-10 at 12:24 +0200, Arnt Karlsen wrote: > [snip] > error: undefined reference to > 'osg::PagedLOD::removeExpiredChildren(double, int, > [snip] Hi Arnt, >From your compile log, note the entry - *..we use system's OSG-2.9.11-1. ;o) *** and from your '

Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Csaba Halász
On Sun, Apr 10, 2011 at 12:24 PM, Arnt Karlsen wrote: > Hi, > > ..simgear(?) link error output, compile log link below: > in function vtable for > simgear::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110): > error: undefined reference to > 'osg::Paged

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Adrian Musceac
On Friday, September 20, 2013 13:04:32 Stuart Buchanan wrote: > > If I implement a PagedLOD approach, it might reduce the memory > footprint sufficiently that we could switch back to the OSG > primitives. > I think one of the problems is that most of our objects have no concep

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread Stuart Buchanan
> we're still paying a memory cost and loading time hit. I did take a look at the PagedLOD approach - Matthias' code made a great template to work from. One thing I wasn't clear on is whether this would move generation of the trees/objects/buildings from a scenery loading thread

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
ursue this any further. I'm still using my code here for the memory benefits but that's related to my radio code. PagedLOD is the way to go, case closed :) Cheers, Adrian -- LIMITED TIME SALE - Full Year of Mi

[Flightgear-devel] DatabasePager changes

2008-05-23 Thread till busch
radical change: i am about to drop most of the current code (in tilemgr, tilecache, tileentry, scenerypager, ...) in favor of (possibly subclassed) PagedLOD nodes for tiles. my last patch has made that a lot easier anyway. my copy of fg is running fine with these modifications; some things

Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Arnt Karlsen
._ZTVN7simgear10SGPagedLODE+0x110): > > error: undefined reference to > > 'osg::PagedLOD::removeExpiredChildren(double, int, > > std::vector, > > std::allocator > >&)' > > This usually happens if you have multiple versions of OSG installed > and

Re: [Flightgear-devel] Memory issues

2012-08-11 Thread Tim Moore
e geometry (and unload it) in the cull-callback? I.e set an > appropriate bounding volume for the LOD node, and only build the geometry > when the node actually passes culling. And obviously after some number of > frames of being culled, unload the geometry again. > This is what osg::P

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
ltiple > LOD's for it automatically, but I have almost no knowledge about 3D objects. > Might be worth checking it out. While a good LoD system helps with graphics load, it doesn't help with overall memory load (unless it's a PagedLOD), which was the problem with the buildings.

Re: [Flightgear-devel] OSG font rendering broken

2011-12-17 Thread ThorstenB
with the issue is commit 945a9e0ac236716b1f490e1ccc4a494cfbd00403 Author: Mathias Froehlich Date: Sun Dec 11 21:11:18 2011 +0100 Implement osg native scenery paging. Add an in memory osg scenery loader that provides paged scenery loading using PagedLOD nodes. No idea though why

[Flightgear-devel] AI-manager crashes FGFS on exit in latest GIT version

2010-10-23 Thread fierst42
osg.so.67 #18 0x7f1c2d1aabce in osg::PagedLOD::~PagedLOD() () from ../../OpenSceneGraph/lib/libosg.so.67 #19 0x00a90014 in ~SGPagedLOD (this=0x26d06b0, __in_chrg=optimized out>) at SGPagedLOD.cxx:45 #20 0x00433c4b in osg::Referenced::unref (this=0x26d06b0) at /home/mifi

Re: [Flightgear-devel] the stutter/lag in the big terrain scene using the file format ive

2011-09-19 Thread Curtis Olson
st,how to solve this > problem? the following is the problem that we think to cause > > 1.In addition to the pre-compiled function, are there other features of OSG > to avoid "loading all the need textures of a frame during the process of > rendering the frame "? > > 2、How

[Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Arnt Karlsen
G-git/install/simgear/lib/libsgmodel.a(SGPagedLOD.o): in function vtable for simgear::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110): error: undefined reference to 'osg::PagedLOD::removeExpiredChildren(double, int, std::vector, std::allocator > >&)' /usr/bin/ld: /home

Re: [Flightgear-devel] Help needed with multi-screen

2010-03-20 Thread Tim Moore
kat' for the > other screen. > > Neither of these are supported at the present time, but it would be a good project. We would have to start using a different OSG class, CompositeViewer, to support multiple views from independent view points. Our terrain pager would need a complete overhaul

[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-04-27 Thread Curtis L. Olson
4-25_03:41:29 (mfranz) /var/cvs/SimGear-0.3/source/simgear/scene/model/SGPagedLOD.cxx Till BUSCH: "tim recently noticed the database pager was repeatedly loading and unloading the same objects. he also tracked down the problem to missing bounding sphere information in osgDB::PagedLOD. this is

Re: [Flightgear-devel] Issue list

2013-10-15 Thread Stuart Buchanan
building placements, so I need to get that completed first. I've made a fair bit of progress on the improved buildings - I now have the PagedLOD working correctly, though it SIGSEGV after a while. > 5) following a forum discussion about lightmaps for city and suburban > terr

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
so I expect to implement the PagedLoD next. -Stuart > > In 2.12.0 the algorithm for the placement of random buildings is a > rather "scattergun" approach. materials.xml sets a building density > (amongst other building attributes) which is used to generate a number &g

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Tim Moore
s expected, the downside is that creating the object masks takes > quite a bit longer. It's taken me about 4 hours to generate the mask > used here for the city1.png texture. Generating the buildings at > runtime is also a bit slower so I expect to implement the PagedLoD > next. >

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
but the cost was absolutely huge. Now, the basic OSG primitive approach has some advantages: - doesn't rely on shader support - allows for more variety in the buildings as one isn't instantiating a small set of buildings multiple times. - the code is simpler - more flexibility in adding complicate

[Flightgear-devel] crash after several seconds after Pilot List dialog shows up.

2009-06-22 Thread Tatsuhiro Nishioka
xx on date: 2009/06/08 23:30:54 author: jmt as revision 1.6 simgear/route/waytest.cxx on date: 2009/06/08 23:30:54 author: jmt as revision 1.5 Log: Also handle PagedLOD nodes frame count in the update visitor. Modified files: simgear/scene/util/SGUpdate