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
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
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,
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
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
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
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
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
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)
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
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
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
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
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
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
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