Re: [osg-users] Loading problem, OpenVR integration

2016-11-04 Thread Lorenzo Valente
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

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Sebastian Messerschmidt
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:

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Pelle Nordqvist
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

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread 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: > viewer->getDatabasePager()->setDoPreCompile(true); This

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Sebastian Messerschmidt
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

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Robert Osfield
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

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Lorenzo Valente
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

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Robert Osfield
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

[osg-users] Loading problem, OpenVR integration

2016-11-02 Thread Lorenzo Valente
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"