Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-22 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-16 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Robert Osfield
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Sebastian Messerschmidt
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Robert Osfield
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-08 Thread Chris Hidden
Great! Thanks Christian, Ill start with that and see what I can discern from the results. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62261#62261 ___ osg-users mailing list

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-07 Thread Chris Hidden
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 -- Read this topic online here:

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-07 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-07 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-07 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-05 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-05 Thread Christian Buchner
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)

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread robert.osfield
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Chris Hidden
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Robert Osfield
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Christian Buchner
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Robert Osfield
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Chris Hidden
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61372#61372

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Sebastian Messerschmidt
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-21 Thread Robert Osfield
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.

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-21 Thread Sergey Kurdakov
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

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-21 Thread Chris Hidden
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.