Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2019-02-11 Thread Per Nordqvist
Hello Claudio / Julien, This is still an unsolved problem for me, it normally occurs when I integrate purchased models in Remo3d (osg-based tool). Last time we discussed this I used osg optimizer as a workaround to rescale the normals but I would be really happy for a permanent fix. I am not in

Re: [osg-users] osg apps on gpu cluster

2018-10-03 Thread Per Nordqvist
8 at 09:54, Robert Osfield wrote: > Hi Nick & Per, > > On Tue, 2 Oct 2018 at 06:12, Per Nordqvist wrote: > > I and Nick are working to utilize as much of the GPUs as possible, > either on single machine or cluster. > > So hardware is not yet decided, but let's assum

Re: [osg-users] osg apps on gpu cluster

2018-10-01 Thread Per Nordqvist
Hello Chris, thanks for chipping in. I and Nick are working to utilize as much of the GPUs as possible, either on single machine or cluster. So hardware is not yet decided, but let's assume ubuntu 16+, multiple modern Nvidia gaming cards, but still single screen. Cheers Per On Mon, 1 Oct 2018,

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 7

2018-05-28 Thread Per Nordqvist
September as these > releases, even point releases take a lot of me time. > > Cheers, > Robert. > > > On 28 May 2018 at 10:29, Per Nordqvist <nordqv...@gmail.com> wrote: > > Just tested OpenSceneGraph-3.6.1-rc7 with my application, it builds fine > but > >

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 7

2018-05-28 Thread Per Nordqvist
Just tested OpenSceneGraph-3.6.1-rc7 with my application, it builds fine but some of my animated FBX models are flipped upside down. To display them correctly with osgviewer I have to use the metaloader: osgviewer mymodel.fbx.(180,0,0).rot Oddly, they load fine in osganimationviewer. Not exactly

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2017-12-04 Thread Per Nordqvist
Hi there, thanks for your quick input. @Robert; The use case is pretty common: the original model assumes mm, I assume meters. Hence the extreme scaling. Yes I noticed the transforms are flattened, which is probably a good thing in my case but it shouldn't change the rendering. (The model is

[osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2017-12-03 Thread Per Nordqvist
Hi all, I came across something strange recently; the attached model is a red triangle scaled down by a factor 1000. The normals are squashed and I see some rendering problems in my app, which uses osgcompositeviewer. Confirmed with osgcompositeviewer red.osgt - renders with white color

Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Per Nordqvist
full time in Maya - hand painting the roads and scenes. When creating our graphics we use Maya, 3ds, Blender Remo3d (OSG based). We also purchase models from turbosquid etc. Feel free to contact me directly for non-OSG simulator discussions. Cheers, /Per Nordqvist On 10 June 2015 at 15:10

Re: [osg-users] SmoothingVisitor normals doesn't seem right

2015-01-29 Thread Per Nordqvist
Hi AP, two ideas: Play with sv-setCreaseAngle(something else than default PI) or yourNode-getOrCreateStateSet()-setAttributeAndModes(new osg::FrontFace(osg::FrontFace::COUNTER_CLOCKWISE), osg::StateAttribute::ON); (CLOCKWISE or COUNTER_CLOCKWISE that is) Hope this helps, /Per On 27 January

Re: [osg-users] Self built 3.2.1 3x slower than repo's 3.2.0

2014-11-19 Thread Per Nordqvist
this. Cheers, Robert. On 21 August 2014 10:25, Per Nordqvist nordqv...@gmail.com wrote: Hi Robert, sorry for the late follow up, but I have now tested the cmake trick from James, it seems to do exactly what we want, i.e. replace the need for the configure script. I submit it here for further

Re: [osg-users] First time render hiccup

2014-09-03 Thread Per Nordqvist
. There are range of things that can cause compilation to be slow, I haven't to head off line right now so will have to leave you with that hint... Robert. On 2 September 2014 12:27, Per Nordqvist nordqv...@gmail.com wrote: Hi all, Another open-ended question I'm afraid

[osg-users] First time render hiccup

2014-09-02 Thread Per Nordqvist
Hi all, Another open-ended question I'm afraid, but maybe someone has seen this before: I sometimes see hiccups (rendering pauses) in my driving simulation, I noticed it only happens with some vehicles, and only when they appear in the frustum for the first time. I wonder how to minimize this

Re: [osg-users] First time render hiccup

2014-09-02 Thread Per Nordqvist
, the IncrementalCompileOperation might help too. But you might need a newer version of OSG. Glenn Waldron / @glennwaldron On Tue, Sep 2, 2014 at 7:27 AM, Per Nordqvist nordqv...@gmail.com wrote: Hi all, Another open-ended question I'm afraid, but maybe someone has seen this before: I sometimes see hiccups

Re: [osg-users] First time render hiccup

2014-09-02 Thread Per Nordqvist
path I'm curios to see an example of how complex it gets. /Per On 2 September 2014 16:02, Robert Osfield robert.osfi...@gmail.com wrote: Hi Per, On 2 September 2014 14:18, Per Nordqvist nordqv...@gmail.com wrote: Thanks guys for the answers! I guess it's OK to take a hit

Re: [osg-users] Self built 3.2.1 3x slower than repo's 3.2.0

2014-08-21 Thread Per Nordqvist
Hi Robert, sorry for the late follow up, but I have now tested the cmake trick from James, it seems to do exactly what we want, i.e. replace the need for the configure script. I submit it here for further testing and review. (osg trunk rev 14407, tested on Xubuntu 12.04 Cmake 2.8.7) Maybe we

Re: [osg-users] Self built 3.2.1 3x slower than repo's 3.2.0

2014-07-24 Thread Per Nordqvist
By default cmake doesn't select the Release build type so doesn't compile the OSG with any optimization enabled. Robert: just curious, is there a reason not to use Release as default? Simon: 3x slower?? Sounds like you should search for the problem somewhere else, especially if you are on a

Re: [osg-users] osg::notify + \n does not work

2014-07-19 Thread Per Nordqvist
it to. For a flush you need to do use std::endl. I believe this is appropriate std::ostream behaviour. Robert. On 9 July 2014 13:38, Per Nordqvist nordqv...@gmail.com wrote: Hi Robert all, When I run the program below I only see notice 2+3. When I uncomment the 4th notice they all appear but in order

[osg-users] osg::notify + \n does not work

2014-07-09 Thread Per Nordqvist
) Thanks! Per Nordqvist -- #include osg/Notify #include iostream int main(int argc, char* argv[]) { osg::notify(osg::NOTICE) 1 notify with \\n\n; std::cout 2 cout with \\n\n; std::cout 3 cout with endl std::endl; // uncomment to display first notice

[osg-users] OpenFlight road support in OSG?

2014-01-24 Thread Per Nordqvist
the paths in synk. Thanks, Per Nordqvist ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Osg + Maya status?

2012-09-07 Thread Per Nordqvist
your own private fork of the plugin... Hope this helps, J-S On 06/09/2012 10:49 AM, Per Nordqvist wrote: Hi J-S, thanks for responding. I assume you started from the Maya 2011 solution, with Visual Studio 2008? Im trying to compile now but I'm probably using the wrong version of OSG

[osg-users] Osg + Maya status?

2012-09-06 Thread Per Nordqvist
2009/10/11. Has there been any efforts on this plugin for Maya 2013? Thanks, /Per Nordqvist p.s. the community page http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins points to http://www.diosoft.com/soft/osgmaya/ but this page seems dead

Re: [osg-users] which version od Autodesk FBX SDK is used

2012-08-27 Thread Per Nordqvist
There is a SDK archive here http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112id=10775892 but the 2012.2 link seems to point to 2013.2. Maybe ping them about it, this used to work before. /Per On 27 August 2012 14:07, Trajce Nikolov NICK trajce.nikolov.nick@gmail.com wrote: Hi

Re: [osg-users] [build] make-ing error with osg

2012-02-02 Thread Per Nordqvist
Not an OSG question actually; I believe newer gcc linker enforces stricter rules about linking, a workaround is to replace -lOpenThreads with -l/usr/lib/OpenThreads.so or whereever you have installed your .so file. /Per On 1 February 2012 12:35, Alberto Luaces alua...@udc.es wrote: Hobbes

Re: [osg-users] GLSL shaders and projective texturing

2011-09-29 Thread Per Nordqvist
I also struggled with this issue once and I believe osgspotlight suffers from exactly the same quadrant defect if you look closely. Would be really nice if somebody submitted a fix. /Per On 29 September 2011 01:59, Brad Colbert bcolb...@rscusa.com wrote: Glenn, ** ** Bingo! That was

[osg-users] Job offer in Gothenburg, Sweden

2011-06-28 Thread Per Nordqvist
regards, /Per Nordqvist ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-05-30 Thread Per Nordqvist
Hi JP, I had similar problem on 2.8.x, your code doesn't compile for me but have your tried wrapping the cursor stuff with viewer.stopThreading(); .. viewer.startThreading(); /Per On 26 May 2011 15:40, J.P. Delport jpdelp...@csir.co.za wrote: Hi all, the attached little app crashes if I

Re: [osg-users] Flicker in osgviewer, multiple channels

2009-02-27 Thread Per Nordqvist
Hi guys, thanks for the quick replies. My code is ported from SGI Performer and for some reason the predraw switching technique used to work in there. I've tested nodemasks now and they work fine, but I suppose I could use switches in each of the slave cameras as well if I want the flexibility to

[osg-users] Flicker in osgviewer, multiple channels

2009-02-26 Thread Per Nordqvist
pushing the limits of osgViewer, do I need to switch to compositeviewer to achive this or is there some other way? (I am using Fedora, OSG 2.8) Thanks in advance, Per Nordqvist ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Camera shaking

2008-07-09 Thread Per Nordqvist
Hi Vincent, Just a guess: You may want to doublecheck that actionBetweenFrames is not switching the node which contains the update callback. That could cause all kinds of shaking. Regards, /Per 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]: Hi all, I have a similar problem than