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
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
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
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
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
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
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
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
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
;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
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 '
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
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
> 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
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
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
._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
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
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.
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
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
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
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
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
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
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
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
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.
>
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
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
30 matches
Mail list logo