Problem solved! :D
As guessed by Robert, the GL objects were not compiled properly.
In the old desktop-version of the software the compilation of the scene was
performed by a osgUtil::GLObjectsVisitor created and launched in a subclass of
osg::Camera::DrawCallback, which was assigned to the
Am 11/3/2016 um 12:08 PM schrieb Robert Osfield:
On 3 November 2016 at 10:19, Sebastian Messerschmidt
wrote:
I struggled with some instance data not being sent to the GPU (2 gigabytes
worth of data textures) resulting in stutter. I ended up using:
Hi Lorenzo, maybe you want to check out this thread:
http://forum.openscenegraph.org/viewtopic.php?t=14222
For me it helped by simply 'parading' all objects in front of the camera
at the start of the simulation, this forces the push to GPU needed,
as long as the data fits on the card.
I don't
On 3 November 2016 at 10:19, Sebastian Messerschmidt
wrote:
> I struggled with some instance data not being sent to the GPU (2 gigabytes
> worth of data textures) resulting in stutter. I ended up using:
> viewer->getDatabasePager()->setDoPreCompile(true);
This
Hi,
Hi Robert! Thank you for your kind reply.
robertosfield wrote:
Is the scene static or is your application adding new scene graph
objects through the lifetime of the application?
The scene is completely static and motionless :)
robertosfield wrote:
It's only new objects that you
Hi Lorenzo,
>From your description it's sounds like either objects aren't
pre-compiled or that they have been pre-compiled but not yet
downloaded by the GPU.
In OpenGL there is no way to formally force a GL object to be download
to the GPU, it's up to the drive to decide what it does when. You
Hi Robert! Thank you for your kind reply.
robertosfield wrote:
> Is the scene static or is your application adding new scene graph
> objects through the lifetime of the application?
The scene is completely static and motionless :)
robertosfield wrote:
> It's only new objects that you need to
Hi Lorenzo,
The performance constraints on immersive stereo display systems are
pretty well the tightest in graphics, even small glitchs can be lead
to unpleasant experience. Couple this with rendering more than twice
as much data (two eyes and distortion correction passes) means that
you don't
Hi,
I'm working on a Virtual Reality project that involves the rendering of a OSG
scene in an Oculus Rift CV1 device using the OpenVR library. All these
technologies are pretty new to me so everything is as exciting as frustrating :)
My code is based on the Chris Denham "osgopenvrviewer"
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