Hi
This see-through/bleed-through artifact is due to the granularity of sorting
used by all scene graphs including OSG, this happens because things are
sorted a geometry node level and not at a per primitive level , using this
method it is reasonable fast and in most cases give good results, b
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Falko Kellner wrote:
> Hi Robert,
>> Could you send the whole file you modified to osg-submission, I'll
>> review it once it arrives.
>>
> ok, should be sent.
Hi Falko, Robert - see my comments on the patch in the submission list.
Regards,
Jan
--
The problem is that osgWidget doesn't offer a lot of functionality that one
finds in a somewhat more mature toolkit (even CEGUI).
For example:
* common GUI widgets are already fully developed (eg progress bar, scroll
bar, tables, close button, etc)
* GUI elements (windows, buttons, etc) are easi
You may also want to verify that the environment variable __GL_SYNC_TO_VBLANK
is not set. For certain graphics cards/drivers, this variable allows you to
control the frame rate. If this variable is set to any non-zero value, the
application settings will be overridden, and the frame rate will
It is exactly that - like a CAD application.
Today I had fun with osgUtil::Optimizer which reduced my vertex count by
around 50% when applying MERGE_GEOMETRY.
Yes I will take a look at occlusion culling. I enabled it but it made no
difference. Possibly due to my flat scenegraph?
Imposter's i've
Jason Daly wrote on Friday, July 10, 2009 1:25 PM:
> Jean-Sébastien Guay wrote:
>>
>> OSG sorts by state to minimize state changes, but I'm not sure how it
>> does the sort.
>
> I believe the state sort is done using the compare() method of
> StateAttribute. In the case of Uniforms, the compari
Hi Alexandre,
I believe your changes suggest a deeper problem with the
design/implementation of the logo. The plugin is a very early hack
that hasn't really been fully updated to take advantage of various
modern OSG features, I don't have time right now for a full rewrite
though.
Is the problem
Sounds like a CAD application. Look into occlusion culling and imposters.
Brian
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On 13/7/09 4:42 PM, Jean-Sébastien Guay wrote:
Hi Bob,
Hi all, I’m trying to get frame rates above 60Hz, and when I set the
traits->vsync = false it has no effect. I’m getting the default camera
created by the View in the Viewer and re-setting its traits. Is that
not the right approach?
Check
Hi Bob,
Hi all, I’m trying to get frame rates above 60Hz, and when I set the
traits->vsync = false it has no effect. I’m getting the default camera
created by the View in the Viewer and re-setting its traits. Is that
not the right approach?
Check your display settings (in your OS - nvidia
Hi all, I'm trying to get frame rates above 60Hz, and when I set the
traits->vsync = false it has no effect. I'm getting the default camera
created by the View in the Viewer and re-setting its traits. Is that not
the right approach?
Thanks,
Bob
__
Hi all, here's how I'm turning off vsync and it's not having any effect. Any
ideas. This setup is based on one of the examples, C++ / Windows / Vista.
I have dual monitors. Would that make any difference?
Thanks,
Bob
// Local Variable to hold window size data
RECT rect;
// Cre
Hi Colin,
If this isn't faster on other people's apps I'd like to know ( to
improve my own knowledge if nothing else ). It was Robert who suggested
that I use this technique and he said that Uniforms can be expensive and
that State changes should be minimised.
But then it's changing states tha
We're doing computations with the 3D engine, getting images, color
histograms, etc. at different model parameter settings, 1 change for each
frame, so the faster we can render the better.
Can one change vsync dynamically, at any time, just by changing vsync
setting in the traits?
bob
-Origin
>
> > As well as hardware state
> > changes he also talks about the CPU cost of doing the
> sorting being an
> > issue. That was what my suggestion will help with as it
> means that OSG
> > has less states to sort, as all objects of the same type
> will have the
> > same state as opposed to
Hi Neil,
Sorry this mail first went to you personally - I don't know why but the
message I replied to defaulted to send to you personally instead of
going back to the list, generally e-mails coming from the list go back
to the list automatically when you reply to them... Weird.
I've now had
Hi Robert, welcome back from vacation :-)
Sorry about this, it was an accidental check-in that looked to be
checked in with some changes that were appropriate to check in. I've
now reverted this change. Could you do an svn update and double check
that svn/trunk is now working once more.
osgv
Hi Colin,
> As well as hardware state
changes he also talks about the CPU cost of doing the sorting being an
issue. That was what my suggestion will help with as it means that OSG
has less states to sort, as all objects of the same type will have the
same state as opposed to having state where t
Hi Paul,
The thing is that MSVC supports most of the C99 features indirectly, as
they are backported from C++ (e.g. one-line comments, relaxed variable
declaration requirements, etc). Most people have been using these on
MSVC (and GCC) for C code well before the C99 standard was put in place.
Ot
This is similar to C++03,
ISO/IEC 14882-2003 Section 8.5 Initializers
"... if no initializer is specified for a nonstatic object, the object
and its subobjects, if any, have an indeterminate initial value"
T
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:os
Hi J-S,
I've now had chance to have a look at your suggested optimisations, and I think
they form the basis of a solution for me, so thanks for that. However there is
one thing which troubles me a little, which is that the
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS optimisation, whi
Garrett Potts wrote:
[...]
Honestly I have not read up on the C standard and only took what they
said as being true. They said they adhere to the C99 standard and
they sent me a cut and past from the C99 standard that said variables
are to be initialized to 0 but honestly can't remember if th
Hello Robert,
Thanks for the advice for placing geometries in local cords, it worked
wonderfully.
Regards
Vaibhav Bansal
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, Jul
Hi,
Tanguy Fautre wrote:
A bit OT, but which part of the C standard says that all uninitialized
variables shall default to 0? The only zero initialization guarantee
of the C standard I know of is related to static variables (which MSVC
supports).
I'm pretty sure even GCC doesn't zero-init
Hello Tanguy:
This probably isn't the place for the battle of ffmpeg. I have
already had lengthy discussions on the ffmpeg chat list about it and
variable initialization and they wouldn't accept my patches for it.
Honestly I have not read up on the C standard and only took what they
sai
Hi Garrett,
A bit OT, but which part of the C standard says that all uninitialized
variables shall default to 0? The only zero initialization guarantee of
the C standard I know of is related to static variables (which MSVC
supports).
If what you say about FFmpeg expected C behaviour is t
Hi Robert,
I've been running also not particularly this year, but last year I've
run the Perpignan's marathon... It was to hot and I been really
suffering...
I wonder how Philippe Fuchs has run from Paris to Beijing...
http://caor.ensmp.fr/~fuchs/parispekinfuchs.pdf
Cheers, Pierre.
2009/7/12 Rob
> > Attributes provide a faster way of changing vertex
> properties even on
> > a per object basis, as it means all of your objects can
> share the same
> > state. Changing the value of uniforms cause the creation of
> a new state.
> > Lots of state changes can be very expensive.
>
> Sure,
Hi J-S,
Thanks for getting back to me. I'll look to test this today. I suppose a
related question would be whether the Collada reader/writer should be amended
to make use of this explicitly itself? The issue being that given this is a
graphics driver issue, and our software may be run on hundre
HI Vailbhav,
Try moving your text nearer to a local origin to see if the problem is
a precision issue. A good technique to use when dealing with large
model coordinates is to place a MatrixTransform above the local
geometries to place them in world coords, and to enable the local
geometries to ha
Hi Robert, hi all,
Thanks for the answer. Unfortunately, the only configs I got are "XP + Geforce8" and
"Ubuntu + integrated graphics". I'll try to get another linux machine, but I think it
won't be soon.
Does anyone encountered this strange behaviour before?
Sukender
PVLE - Lightweight cross-
Hello Robert,
The osgText example runs fine.
I tested on two machines with different cards/drivers, the problem remains.
I am using these modes :
text->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
text->setAxisAlignment(osgText::Text::SCREEN);
I am using position values of the order of 1
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