[osg-users] Camera resize vs setViewport

2017-02-23 Thread Ravi Mathur
Hi all, In osg::Camera, there exist two resize functions: Camera::resize(width, height) and Camera::setViewport(x, y, width, height). I'm confused conceptually as to when to use which one. Some examples use resize (osgdistortion), whereas others use setViewport (osghud). Looking at the

Re: [osg-users] Improving performances

2017-02-23 Thread Ale Maro
Hi all, thanks for the hints and sorry for the late reply. Attached is a screenshot of OSG stats on a sample scene with 5 instances of an object (camera#1 is a secondary camera, not important). The scene have about 109M vertices (~22M x 5 instances) and 36M triangles (~7M x 5 instances) at

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Johny Canes
SMesserschmidt wrote: > [...] Maybe you're structuring your graph to flat and to much time is spent > to determine visibility/draw-calls. Is the culling really a perf. hit? E.g. op has neatly provided a group for each building versus not, if he looks at it from a distance like in the photo,

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Sebastian Messerschmidt
Am 23.02.2017 um 12:21 schrieb Johny Canes: SMesserschmidt wrote: [...] Maybe you're structuring your graph to flat and to much time is spent to determine visibility/draw-calls. Is the culling really a perf. hit? E.g. op has neatly provided a group for each building versus not, if he

Re: [osg-users] Improving performances

2017-02-23 Thread Robert Osfield
HI Ale, On 23 February 2017 at 12:16, Ale Maro wrote: > I think it is correct not to use indexed sets to have good performances. I don't understand what you mean by "indexed sets". With the OSG/OpenGL you can use osg::DrawArrays/glDrawArrays and

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-02-23 Thread Johny Canes
Jan Ciger wrote: > I encourage anyone suggesting that the list moves to some new shiny thing XY, > because it is better/nicer/more modern/I don't like e-mail/forum/etc to > consider these issues in the future. You are getting free support, so making > the life easier for the project leads like

Re: [osg-users] Improving performances

2017-02-23 Thread Ale Maro
Hi all, my graphic card have 2GB of dedicated RAM and 6GB of shared RAM I tried to reduce number of triangles (to use LODs) using osgUtil::Simplifier but geometries are too big. I think it is correct not to use indexed sets to have good performances. I already use VBOs... but I use one single

Re: [osg-users] Improving performances

2017-02-23 Thread Robert Osfield
On 23 February 2017 at 10:07, Ale Maro wrote: > Attached is a screenshot of OSG stats on a sample scene with 5 instances of > an object (camera#1 is a secondary camera, not important). > The scene have about 109M vertices (~22M x 5 instances) and 36M triangles > (~7M x 5

Re: [osg-users] Improving performances

2017-02-23 Thread Sebastian Messerschmidt
Am 23.02.2017 um 11:07 schrieb Ale Maro: Hi all, thanks for the hints and sorry for the late reply. Attached is a screenshot of OSG stats on a sample scene with 5 instances of an object (camera#1 is a secondary camera, not important). The scene have about 109M vertices (~22M x 5 instances)

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-02-23 Thread Sebastian Messerschmidt
Hi, Jan Ciger wrote: I encourage anyone suggesting that the list moves to some new shiny thing XY, because it is better/nicer/more modern/I don't like e-mail/forum/etc to consider these issues in the future. You are getting free support, so making the life easier for the project leads like

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-02-23 Thread Jan Ciger
On Thu, Feb 23, 2017 at 12:31 PM, Johny Canes wrote: > > Meh > > On first sight this place looks kind of meh. It doesn't seem to facilitate > anything. Take it from me, I saw this place as an anthill. I wanted to drop > my shit, get condescended by Robert. Maybe if you cut

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-02-23 Thread aa...@fosslib.net
Hi Robert, I've posted questions here and the past and had wonderful responses from you. You've always gave me a response that made me think in order to better understand the problem instead of spoon feeding me like an idiot - and I appreciate that. I also appreciate how you make a rendering

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Voerman, L.
Hi Vinoth, First question: are you running a debug build? For all your osgdem work you seemed to be running a debug build - those are very slow. we need more stats to begin on an answer to what could be optimized: maybe every building has it's own stateset? make a screenshot with the graphs and

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Sebastian Messerschmidt
Hi Vinoth, Hi Community, I am creating buildings using osg::Geometry from shapefile data. I am draping textures on each side of the building... Its rendering fine, but frame rate it too low. Its because it has too many buildings to be rendered. Is there a way to hide buildings from

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Robert Osfield
Hi Vinoth, The first step with optimization is to figure out the bottlenecks, only once you know these can you decide what the most effective change will be to improve performance. You only provide guidance on overall framerate not being sufficient so there isn't any way for us at this stage to