robertosfield wrote:
Hi Andrew,
I wouldn't recommend creating a single osg::Geometry with millions of
vertices/primitives, while in theory it should work, even if it does
it's likely to perform poorly as the GL driver won't be able to just
render the data directly - it'll need to stream it
Hi Andrew,
On Fri, Dec 24, 2010 at 3:52 PM, Andrew Cunningham
When trying to fix this, I modified OSG and chunked up the calls to
glDrawElements inside PrimitiveSet.cpp to be GL_MAX_ELEMENTS_INDICES in
size. Anything wrong with this approach?
It depends upon how you implemented it. You
Hi,
I have a Quadro FX 1700 with the latest 64-bit Nvidia drivers on Windows XP/64.
My app is a 64-bit Windows application.
For testing I am creating a single osg::geometry with probably about 3.2
million QUAD primitives , using
quadPrims_=new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);
Hi Andrew,
I wouldn't recommend creating a single osg::Geometry with millions of
vertices/primitives, while in theory it should work, even if it does
it's likely to perform poorly as the GL driver won't be able to just
render the data directly - it'll need to stream it in chunks.
To get big
On 12/23/2010 12:57 PM, Andrew Cunningham wrote:
Once the osg scene graph is created, and the render phase begins. I see the border of my screen
flash black twice and then my application is in la-la land, with a blank 3D
window and needs to be killed. The app is using about 2G of memory but I
Hi All,
I did some testing with gDebugger (now free!) and the its support for nVidia
Expert - totally clean, no errors. No breakpoints. And when running under
gDebugger there were no problems
What did fix it was going to the nVidia Control Panel and changing the global
application settings
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