Hi, all
maybe this is a old topic , but I can't find answer in lots of forum, so I
have to ask for help .
I write a terrain engine mostly like interlocking terrain; there are 32x32
tiles for whole terrain, and 17x17 vertexs for one tile. every tile has one
vertexarray, I use osg to realize it
Hi, everybody.
recently, I get trouble about converting .dgn files( MicroStation'format) to
.osg ; I found dgn2osg plugin in osg'web sites, but it seems not to download
availably now.
I also can't find opendgn'sdk download from Google which support read/write dgn
files.
any advices, appreciat
Hi,
thanks for your reply. yes, I should debug my programm in release mode.
osg is really great!~
thanks.
Thank you!
Cheers,
John
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Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms to less than 10ms, the s
Hi,
plus, I try just now; I find that animation ive' transform occupy 80~90%
in total transform nodes. some of them are static, some of them are dynamic.
can I remove or reduce these kind of node( animation ive) when exporting from
3dMAX using plugin ??
thanks a lot.
Thank you!
Cheers,
Joh
Hi,
can I remove all static transform node( use other nodes to replace) from ive
model ??
I try osgUtil::Optimizer::FlattenStaticTransformsVisitor to do this, it seems
to change some of them, but not of all.
any other methods can realize this?
Thank you!
Cheers,
John
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Hi,
Thank you very much for your reply, robert.
I will make try~
Cheers,
John
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Hi all. thank you all for response.
in my scene,
stateset: 444(unique), 23682(instance)
group: 531(u), 18505(instance)
transform: 5107(u), 18112(instance)
lod: 53(u), 1129(instance)
geode:831(u),13840(instance)
drawable:3065(u), 19279(instance)
when roaming, about 120,000~150,000 (triangle + tr
Hi everybody:
I found that the more transform node, the higher cull time ??
is that correct ?? in one whole scene graph, transform node'cull time occupy
60~70% in total cull time ??
any solution, thanks in advance.
Thank you!
Cheers,
John
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Hi, everyone:
I got one trouble. I create one scene of having about 20,000~30,000
triangles(in the eyeview) when roaming in my machine( T400, ati hd3400 ), speed
is very slower.
I try to opitimize the scene' statesets of osg( about 1100) to cut down, using
Tools(GLIntercept), I found that the
Hi, everyone:
I want to opmitize my osg' programm, and want to share the same texture (image)
in different .ive models, I think it may reduce osg'StateSet numbers.
what can I do ?? any advice, very appreciate!!
Thank you!
Cheers,
John
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