Hi Bob,
The 2 frame latency thing didn't smell right to me either, having been
used SGI machines extensively in the past. However after doing various
closed loop latency tests, I'm convinced that the latency of modern
Nvidia cards is higher than I would have expected. The 2 frame latency
when
Hi guys !
The solution I suggested to myself, actually works !
So, if someone needs to render to a 3D image one day, one available option
is to attach slices of the target images as mentioned below.
To get those slices I used some code like (where z is the slice to render
to)
*osg::Image*
- Emmanuel Roche a écrit :
Just let me know if you need some code to have a better idea of what
I'm doing (but almost everything is written in Lua).
If you have OSG 2.9.8, there is a new possible value for the face parameter :
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER
To render to
Hey, thanks for the info Frederic!
Actually, the atmospheric scattering effect you're pointing me at is what
I've been trying to integrate into OSG for a few days now and the reason why
I ask those questions :-) So I already know the content of the main.cpp and
copyInscatter1 program quite well.
OK, forget about this issue of non-used 3D textures guys ! This was due to a
stupid mistake:
I was assigning a sampler with a not yet rendered image!
Manu.
2010/8/6 Emmanuel Roche roche.emman...@gmail.com
Hi guys !
The solution I suggested to myself, actually works !
So, if someone needs
- Emmanuel Roche roche.emman...@gmail.com a écrit :
Hey, thanks for the info Frederic!
Actually, the atmospheric scattering effect you're pointing me at is
what I've been trying to integrate into OSG for a few days now and the
reason why I ask those questions :-)
So have a look here
Recently Brad Christiansen uploaded some 3rd party binaries built with Visual
Studio 2010. (Thanks!) He noted problems with iostream. I still have
iostream problems when linking in OSG into my application in specific places
under Visual Studio 2010. Does anyone understand what the issue is?
Hi Jason,
- Jason Alexander a écrit :
Recently Brad Christiansen uploaded some 3rd party binaries built with
Visual Studio 2010. (Thanks!) He noted problems with iostream. I
still have iostream problems when linking in OSG into my application
in specific places under Visual Studio
Hi Jean,
I decided to take the approach that displays graphics in a window. I am able to
get 2 windows. But right now, both monitors are displaying 2 windows. I am not
able to separate window 1 to screen 1 and window 2 to screen 2 only.
I tried following what you had suggested but I still get
Interesting, I have just managed to build it VS2010 with no problems using 2008
libaries.
You could try using CMake to generate 2008 projects files and convert them to
2010 using VS2010, see if it makes a difference?
Regards
Martin.
-Original Message-
From:
Could it be that you need to update to the windows SDK either 6 or 7,
available for download from the Microsoft site?
Regards
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Alexander
Well, Fred, if this is rendered within OSG then I guess that's exactly what
I want to achieve with respect to the atmosphere :-) No chance to get any
source sample for the texture precomputation stage I guess ??? :-)
By the way, there is another major issue I would like to submit to the OSG
Hi Martin,
to be precise, I don't see any errors when building OSG. The problem arise when
liking the application (here, it is FlightGear). I use 3rd party libs already
used for the VS2008 build. VS2010 is used to build OSG and FlightGear.
-Fred
- Martin Naylor a écrit :
Interesting, I
Hi Gareth,
I worked a bit on DAE plugin and as far as I know it should correctly export
images... I'm sorry I don't have more info, but you may try having a look using
a debugger...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Gareth Ferneyhough
Hi Sanat,
I decided to take the approach that displays graphics in a window. I am able to
get 2 windows. But right now, both monitors are displaying 2 windows. I am not
able to separate window 1 to screen 1 and window 2 to screen 2 only.
This is not an OSG issue... You have probably set up
Middleton, Colin (GE Intelligent Platforms) wrote:
PS I've only tested 7600 and 9400 properly, but I've seen symptoms of
latency on GeForce 8 series cards too. I think Geforce 5 and 6 didn't
have this 'feature' though. Interestingly, I also found that there were
some monitors that had over 66
Hi Fred,
A that explains why I don’t see errors...
I am still using vs2008 as VS2010 seems to leave the exe files in the bin and
lib folders whenever I build and I had funny linker errors last time ( a few
months back).
I might have a go at building flightgear later, let you know how it
This error is gone with CMake 2.8.2
-Fred
- Martin Naylor a écrit :
Hi Fred,
A that explains why I don’t see errors...
I am still using vs2008 as VS2010 seems to leave the exe files in the
bin and lib folders whenever I build and I had funny linker errors
last time ( a few months
Hi Jean,
You were right that my graphics card settings were not set to Configured
independently from each other (Dual View). I updated the settings in the nvidia
Control Panel and now have behavior similar to what you described with being
able to drag windows across screens, etc.
But
I used:
view-setUpViewOnSingleScreen(1); //for views 1,2,3 with graphics context gc
view-setUpViewOnSingleScreen(2); //for view 4 with graphics context gc2
In my dual screen setup, screens are numbered 0 and 1, not 1 and 2
HTH
-Fred
___
osg-users
Hi, I've modified the osg billboard example and am examining the pixel size
computed from one of the billboard's bounding spheres.
I'm sure I'm missing something fundamental in my understanding of what's going
on, but I expected the pixel size computed by pixelSize() to correspond to the
Hi Fred,
I had tried 0 and 1 before but that gave me the exact same behavior. So in your
application you have a different osgviewer window that displays in each screen
the moment your program starts running ?
I don't know if there is something wrong in the way I'm setting up my graphics
Hello Sanat,
From the code you posted, you're creating 3 graphics contexts using the
same traits for all 3. This will obviously put all 3 on the same screen.
traits-displayNum and screenNum need to be set to the screen you want,
a different one for each context.
Hope this helps,
J-S
--
Hi Jean,
Thanks for that. It helped me solve the problem.
Also, I wanted to know if trial and error is the way one can pick up the
intricacies of osg, as there is so much in the api, its very difficult to know
how it all works.
Thanks,
Sanat
--
Read this topic online here:
Hello Sanat,
Also, I wanted to know if trial and error is the way one can pick up the
intricacies of osg, as there is so much in the api, its very difficult to know
how it all works.
Well, trial and error can only bring you so far. If you compile OSG
yourself you can place breakpoints in
http://www.digitalversus.com
This is a good resource for finding monitor input lag rates. Go to
Product Face-Offs-LCD Computer Monitor, then choose a couple
monitors, and then select the test Input Lag vs a CRT. This site was
indispensable for picking out my last monitor, a Dell U2410. It
Whom at nVidia confirmed this built in latency and for what product
line?Inserting a glGet is inducing latency, not something built in.
Bob
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield,
Hi,
I discovered recently that it is a bounding box that is first calculated for
drawables.
Then the bounding sphere of nodes is the bounding sphere of the bounding boxes.
-Fred
- paul graham a écrit :
Hi, I've modified the osg billboard example and am examining the pixel
size computed
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