Re: [osg-users] First steps to improve culling

2015-11-13 Thread Robert Osfield
Hi Alexandre, On 12 November 2015 at 20:30, Alexandre Vaillancourt < alexandre.vaillancourt.l...@gmail.com> wrote: > Thanks for your reply, and of course I should have specified the version. > It's 3.2.0, we're planning to update to the most recent one within the next > 3 months. > > I have

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-13 Thread Tobias Rick
I found an other problem. When I rotate my object, the light direction also is rotated. How can I prevent this? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65633#65633 ___ osg-users mailing list

Re: [osg-users] First steps to improve culling

2015-11-13 Thread Christian Buchner
If you have lots of similar objects (crates boxes and whatnot), maybe GPU instancing would be a way to speed up draw calls. We've managed to get 15000 cars on screen at high frame rates using OpenGL instancing, with several hundred polys per instance. Christian 2015-11-13 10:09 GMT+01:00 Robert

Re: [osg-users] Intercepting Windows messages

2015-11-13 Thread Anders Backman
It seems to me that OSG eats the 3DConnexion messages, until you move the window explicitly with the mouse. The code below show that a console window works just fine, all messages are intercepted by the "message window". However, when a osgViewer run loop is being used, the messages seem to be

Re: [osg-users] First steps to improve culling

2015-11-13 Thread Jannik Heller
There is a very high number of PrimitiveSets in your screenshot. In fact you seem to have roughly one PrimitiveSet per 4 vertices, that is ridiculous. Each PrimitiveSet needs an OpenGL draw call to render it. Try reorganizing your models to use as few PrimitiveSet's as possible.

Re: [osg-users] How to grab color from a point on a model?

2015-11-13 Thread Dan Flickinger
Hi Robert, I'm getting back to this late for a followup, after I had to burn through a bunch of development and testing for a few weeks. Here is the resolution for the benefit of future visitors: The models were in .ive format, but the textures were not stored after file load, even when

[osg-users] Fast cycling of textured rectangles

2015-11-13 Thread Christoph Heindl
Hi everyone, I'm working on a project where I need to display different patterns (textured rectangles) as quickly as possible. Currently, i have an osgViewer with a single view running that holds a single textured rectangle and upon user request, the texture / image is updated. This works quite

Re: [osg-users] Fast cycling of textured rectangles

2015-11-13 Thread Sebastian Messerschmidt
Hello Christoph, You can use either a texture which contains all the textures and modify the texture coordinates (so to say a matrix of different textures). Also texture arrays might help here a lot, if all the textures are of the same dimensions. Anyways, what you might you see are initial

Re: [osg-users] MSVS2015 3rdparty build

2015-11-13 Thread Andreas Schreiber
Hi Trajce, I would be happy about these builds ;) Trying right now to build osg and the 3rdPartys so I can work again with it. I would need the collada plugin as well. Do I need to build these as well for VS 2015? ... Thank you! Cheers, Andreas -- Read this topic online

Re: [osg-users] MSVS2015 3rdparty build

2015-11-13 Thread Trajce Nikolov NICK
I have some subset of the 3rd party dependencies. Don't, mix these with plugins :-) ... I am not sure to which dependencies the collads plugin is based, but I can send you what I have, I know others like Chris and Sebastian also have something build with VS2015 and there was a discussion here on

Re: [osg-users] Intercepting Windows messages

2015-11-13 Thread Anders Backman
Ah thats great. A good step forward. However, two minor questions: 1. Do you need the instance to the main osg window? 2. If not, how do you manage to get events from the device when you apply force on it? I get it to read data (in my message callback) but only if a move/modify the osg window