HI Trajce,
I implemented HW Instancing using the UBO and texture approach using the
osgforest example as a guide.
The majority of the work in my project lied in developing a visitor
making arbitrary geometry nodes instanceable.
I also experimented with geometry shader based billboard
And again:
The example I was looking for was in the submissions, called:
[osg-submissions] New example : culling and LODing performed on GPU side
Unfortunately Robert didn't approve or merge the nescessary changes.
Maybe it went unnoticed.
Cheers
Sebastian
HI Trajce,
I implemented HW
Hi Robert,
I've tried your modification and it works fine.
Thanks,
Luc
De : osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] De la part
de Robert Osfield
Envoyé : vendredi 21 novembre 2014 18:26
À : OpenSceneGraph Users
Objet : Re: [osg-users] Dae plugin, textures
HI Sebastian,
thanks for the reply. I also have vegetation generated on the GPU, works
really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for
moving models - your NodeVisitor is good idea to have any geometry
instantiable.
What was your start point? Did you also try the code
Hi Community, again :-)
what can be the reason for the drawImplementation to not be called? I have
set setCullingActive(false) to not cull the node but still I am not hiting
the call to this method.
Thanks a lot,
Nick
--
trajce nikolov nick
___
Hi Nick,
I I think you will have to provide a valid intial bound in any case
Hi Community, again :-)
what can be the reason for the drawImplementation to not be called? I
have set setCullingActive(false) to not cull the node but still I am
not hiting the call to this method.
Thanks a lot,
Am 24.11.2014 11:38, schrieb Trajce Nikolov NICK:
HI Sebastian,
thanks for the reply. I also have vegetation generated on the GPU,
works really fine - like 5mil trees on 60Hz. Now I want to try HW
instancing for moving models - your NodeVisitor is good idea to have
any geometry instantiable.
I have attached a callback for this, but it is never called as well .
Nick
On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Nick,
I I think you will have to provide a valid intial bound in any case
Hi Community, again :-)
what can
Hi All,
just for the case of someone else will need it, I was able to manage fix
for the sample from the blog that do HW instancing with VertexAttribs and
VertexAttribDivisor. If any interested, please ping me. I will also send it
to the author.
Cheers,
Nick
On Mon, Nov 24, 2014 at 12:07 PM,
Hi,
I have a problem when using multiple color buffer render targets. If I use one
color buffer everything works fine, but when I use two; the render result
always ends up in the last buffer and the first one remains blank.
I have used the osgmultiplerendertargets example as a guide.
My main
Have you tried
geom-setUseDisplayList(false)
geom-setUseVertexBufferObject(true)
?
Trajce Nikolov NICK wrote:
I have attached a callback for this, but it is never called as well .
Nick
On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt () wrote:
Hi Nick,
I I
Hi, Nick!
Long time ago I tried to implement model with moving parts instancing. For
forests it works OK but when you have many moving parts you have to once
collect matrices and after send it to TBO to render. Also there are a lot of
state switches in model. Another difficulty is model picking
seams there's a problem in camera setup,but you didn't give it...
There's plenty of entries in osg forum concerning RTT camera setup..
hope the further code help
Code:
setClearMask(GL_COLOR_BUFFER_BIT);
// setClearMask( GL_COLOR_BUFFER_BIT);
[quote=mp3butcher]seams there's a problem in camera setup,but you didn't give
it...
There's plenty of entries in osg forum concerning RTT camera setup..
hope the further code help
[code] setClearMask(GL_COLOR_BUFFER_BIT);
setClearColor(osg::Vec4(0.0f, 0, 0, 0.0f));
Hi, at the end it worked with overriding
virtual osg::BoundingBox computeBoundingBox() const;
the other one virtual osg::BoundingSphere computeBound() const; and
attaching a callback for compute the bb is not working. Don't have time to
investigate but it looks a small bug somewhere
Nick
On
Hi Roman,
this is exactly what I am trying to achieve. Sebastian's hint for writing a
NodeVisitor to make any model instantiable is what I am trying to write
just about this moment. Once I complete some working version I will post my
code, no problem. Maybe Sebastian can provide some snips from
Hello guys
I want to position a model relative to the screen size ( or window size for
that matter ). I have two models that sit on my HUD. The HUD slides in and
out of view by increasing the viewport size in a callback class. I am testing
out the hud right now and I want the width of the
Hi,
Did you noticed that CMFC_OSG_MDIView::OnEraseBkgnd in the
osgviewerMFC example is never called, hence leading to flickering?
This is with OSG 3.2.1.
I don't know when this regression was introduced, as it seems that
OnEraseBkgnd was correctly working with OSG 2.x [1].
I can however tell you
Hi,Nick! Also for some speedup I've read that it's good to store matrices as
position and quatertion, and resore ModelViewMatrix in vertex shader because
vertex calcualtion is very fast on modern GPU, and scale is not aplicable to
this calculations.
Thank you!
Cheers,
Roman
Hi Guys,
I have just checked osg::VertexAttribDivisor StateAttribute class that
wraps up glVertexAttribDivisor. Assign this new StateAttribute to the
subgraphs/geometry that you want to set the divisor on. This new class is
checked into svn/trunk.
I haven't yet written a test for the next
Hi Roman,
yeah, I thought of doing it that way. Still fighting with my NodeVisitor to
convert any loaded model to instantiable DrawElements .
Nick
On Mon, Nov 24, 2014 at 4:05 PM, Roman Grigoriev grigor...@gosniias.ru
wrote:
Hi,Nick! Also for some speedup I've read that it's good to store
Thanks Robert. Very cool !
Nick
On Mon, Nov 24, 2014 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Guys,
I have just checked osg::VertexAttribDivisor StateAttribute class that
wraps up glVertexAttribDivisor. Assign this new StateAttribute to the
subgraphs/geometry that
Hi Community,
any hints for this one? I see there is osg::TriangleFunctor that extracts
triangles from a osg::Geometry but this is not preserving the uv's and
normals. Any hint is appreciated
Thanks a bunch,
Nick
--
trajce nikolov nick
___
osg-users
Yeah, there is osg::TriangleIndexedFunctor. Works well so nevermind :-)
Nick
On Mon, Nov 24, 2014 at 5:48 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
any hints for this one? I see there is osg::TriangleFunctor that extracts
triangles from a osg::Geometry but
Hi All,
I have it working based on the code from the mentioned blog. for 4K
dynamicly updated objects (a fully 3D model) I am getting 160fps. I will
try to put more thoughts on it how to optimize, perhaps cutting out the
matrix usage and use vec3 and quats instead, and want to try with latest
Hi, all:
In my application, I set a rtt camera with a texture2d object attached whose
size is 4096*4096, and then I called tex2d-getTextureObject(contextID) to
obtain the texture. But as a result, the memory keeps increasing 60MB per
second. It's an MFC program. I wonder if there's any point
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