Hey everyone, I managed to finally sort this out. The bone weights that were
displayed in the console as being too small, are I believe only the specific
vertexes that had little to no weight. I re exported the .fbx file very
carefully making sure the rigging was right and the bones were set
This has all been very helpful guys!
Thanks Sebastian, I've tried running our bone matrice updates without adding
the model and just running nothing in the update callback both with the same
results. Which even further reinforces the original suspicions that the hand
model is being skinned on
Hi Chris,
On 14 January 2015 at 11:58, Chris Hidden ch...@erghis.com wrote:
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
shaders/skinning.vert file. Not sure
Hi Chris,
Did you simply try to do nothing in the callback?
Maybe the callback is called to often per frame.
Also I've sort of lost track how you apply the matrices to your boned
model.
If you are using visitors to retrieve the bones in the callback, it
might be simply to slow. I would use
So I was just in the process of trying to attach the statshandler to my viewer
and I can't seem to pull anything up on screen.
I was looking at the osguserstats exmaple and it seems pretty straightforward.
Just attach the pointer of a new statshandler to the viewer right?
I took a look at
you did press the s key several times to enable all these statistics,
right?
I do not really know how to make your application compatible with the stats
handler. maybe you can hack up a full screen, non-transparent version, just
for testing.
Christian
2015-01-13 16:17 GMT+01:00 Chris Hidden
On 14 January 2015 at 11:20, Christian Buchner christian.buch...@gmail.com
wrote:
Your posting came through just fine, and it seems your draw performance is
fine, but your update traversal is excessively slow. It would be important
to find out if the CPU is spent in some inefficient parts of
Your posting came through just fine, and it seems your draw performance is
fine, but your update traversal is excessively slow. It would be important
to find out if the CPU is spent in some inefficient parts of OSG, or if the
majority is spent in some OpenGL driver API calls. CPU profiling will
H... maybe my edit and other post haven't come through yet? I did get the
statshandler working, I wrote an edit to my post, and posted some pictures and
details about it yet another post underneath it. Are they not visible maybe?
Thank you!
Cheers,
Chris
--
Read this
as the update traversal is CPU code, it might help to run a CPU based
profiling tool over it to see where the time is actually being spent. The
Visual Studio Community edition has a lot of useful profiling features.
Christian
2015-01-13 17:19 GMT+01:00 Chris Hidden ch...@erghis.com:
Now for
Hi guys thanks for the quick replies!
I am indeed testing in Release always now. (I've learnt my lesson ;)).
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
Hi guys thanks for the quick replies!
I am indeed testing in Release always now. (I've learnt my lesson ;)).
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
Great! Thanks Christian, Ill start with that and see what I can discern from
the results.
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http://forum.openscenegraph.org/viewtopic.php?p=62261#62261
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Ok, thanks Christian, Ill take a look at the example. Its a shame that I may
need to do my own hardcoded shader for any models with bone structure :(. I
don't have a lot of experience with writing shaders.
...
Thank you!
Cheers,
Chris
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Hi,
There might still be other factors that might contribute to your low frame
rates. e.g. the use of display lists
when vertex buffer objects should be preferred.
The hardware animation skinning becomes a real speed booster when you want
to show dozens of animated
models on screen - but in the
Hey Christian, thanks again for the reply.
Right, so display lists can slow things down and VBO is often preferred. I
think most of my implementation is fairly simple. The tow hands are single
model that consists of two hands who's bone positions and rotations are updated
every frame via our
If you attach the StatsHandler to your OSG viewer you can call up some
statistics on your scene graph (overall, and per camera view). It will
detail you the number of geodes, transformations, drawables, vertices in
the scene graph and also the total count of rendered instances thereof.
Listed
Happy new years everyone! Hope everyone had a great holidays!
I just wanted to update this thread and bump it as I am now doing some further
tweaking on getting things running optimally.
I narrowed down some things, and I now have ONLY the hands being rendered in
release mode. I get around
If I am not mistaken, you will have to run your own vertex shaders in order
to do hardware animation skinning. The osganimationhardware example
provides a very basic example of doing so.
This may mean that your shader might have to be hardcoded to work with a
specific 3D model (bone structure)
Hi Chris,
Modern graphics hardware should have no problem with a model with 5000
vertices. Modern systems should be able to push a million vertices+
without problem at 60fps.
However, if it's the animation side being done on the CPU that is
bottleneck then simplifying the model could make a
Thanks Robert.
Is there a book or tutorial or example that shows how I might let the GPU
handle the skinning of the model? I realize this is not just a look at and fix
kind of thing. I don't really know where to start though. In the mean time
Ill keep googling :)
--
Read
convert the hand model to ASCII OSG format maybe, and try exchanging
display lists and vertex buffer objects. In my experience this makes
a big difference on Intel chips for more complex models.
SetUseDisplayLists FALSE
SetUseVertexBufferObjects TRUE
Alternatively use a graph traversal to change
Hi cbuchner. Thanks for your help.
Does 3ds Max have an osg exporter? Also if I converted the .3ds file to osg
will it retain the bone structure? The reason I export the hand models from
.3ds to .fbx is to preserve the bone structure.
Im assuming you mean that when I construct a model I
On 22 October 2014 10:50, Chris Hidden ch...@erghis.com wrote:
If I understand what Robert has been getting at the CPU is handling all of
my data for redrawing vertices. Im not sure how to tell osg to use the
GPU or design or import my model so that it does or even how to recalculate
the
If OpenScenegraph can load the 3DSMax 3D object, so can osgconv. osgconv
will write an OSG file when given a file name with osg extension as second
argument.
Christian
2014-10-22 11:50 GMT+02:00 Chris Hidden ch...@erghis.com:
Hi cbuchner. Thanks for your help.
Does 3ds Max have an osg
Oppps typo...
On 22 October 2014 12:25, Robert Osfield robert.osfi...@gmail.com wrote:
On 22 October 2014 10:50, Chris Hidden ch...@erghis.com wrote:
If I understand what Robert has been getting at the CPU is handling all
of my data for redrawing vertices. Im not sure how to tell osg to
Ok, so I meant to imply skinning. I guess what I described was rendering.
I am using debug. I know it affects performance, but by that much?
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61372#61372
Please try it in release. Debug will totally change the deal, as each
access to stl containers might be checked etc (at least for VisualStudio)
As OSG uses standard containers quite a lot internally it will have some
serious impact on some platforms.
Some compilers will also disable optimization
Hi Chris,
How to optimize your application will depend on where the bottleneck is.
I'd suspect CPU, but as I don't have your application and data in front of
me I can't really provide any specific advice.
One thing I would suggest is making sure you are testing performance with a
release build.
Hi Chris,
one of the problem could be delays from sensors.
to make things better I would suggest to have a three (maybe two will be
enough, but generally an algo is such that it switches lists when either
'sensor' frame is finished and osg frame is finished - thus sensor frame
and osg frame are
Thanks Robert and Sergey!
I realize I was being a bit too general. I was just curious if having that
many UpdateCallbacks would generally be an issue... but of course it all
depends on what I am doing with everything.
I took your advice and stepped through each step when creating the scene.
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