Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Benjamin Eikel
On Saturday 01 March 2008 at 20:18:19, Jan Ciger wrote: > Hello Benjamin, > > Benjamin Eikel wrote: > > Hello Jan, > > > > thank you for your suggestion. Equalizer looks like a prebuilt framework > > for simple, high-performance parallel rendering. This is not what we are > > searching for, because

[osg-users] OSG file format and textures...

2008-03-01 Thread neil.hughes
Hi All, Sorry if this is an old chestnut, but I got a question about the .osg file format. I've got a scene created, and I save the universe out as a .osg file. I've passed no options through in the the call, so the file that's created appears to have the textures that the scene uses actually

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Benjamin Eikel
On Saturday 01 March 2008 at 20:06:02, [EMAIL PROTECTED] wrote: > Benjamin Eikel wrote: > > Hello Robert, > > > > On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote: > >> Hi Benjamin, > >> > >> Could you possibly repost the below text, but broken down into shorter > >> paragraphs as long p

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Benjamin, Benjamin Eikel wrote: > Hello Jan, > > thank you for your suggestion. Equalizer looks like a prebuilt framework for > simple, high-performance parallel rendering. This is not what we are > searching for, because we want to/have to

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread [EMAIL PROTECTED]
Benjamin Eikel wrote: > Hello Robert, > > On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote: >> Hi Benjamin, >> >> Could you possibly repost the below text, but broken down into shorter >> paragraphs as long paragraphs are really hard to follow. Try to keep >> one major point per paragr

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Benjamin Eikel
Hello Robert, On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote: > Hi Benjamin, > > Could you possibly repost the below text, but broken down into shorter > paragraphs as long paragraphs are really hard to follow. Try to keep > one major point per paragraph. of course. o What do we wan

Re: [osg-users] SMP and osgprerendercubemap on Linux

2008-03-01 Thread Pete Carss
Cheers Robert, Sweet! I ran osgprerendercubemap --pbuffer - just as a preliminary test - and we're back up to > 60 fps - cheers Still doesn't explain why I only saw it with an SMP kernel - is it a threading issue...? Pete Robert Osfield wrote: > Hi Pete, > > Try using pbuffer rather th

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Robert Osfield
Hi Benjamin, Could you possibly repost the below text, but broken down into shorter paragraphs as long paragraphs are really hard to follow. Try to keep one major point per paragraph. You are tackling a big topic in terms of performance optimization, so its worth taking it bit by bit. Robert.

Re: [osg-users] SMP and osgprerendercubemap on Linux

2008-03-01 Thread Robert Osfield
Hi Pete, Try using pbuffer rather than FBO, NVidia's Linux OpenGL drivers handling of FBO'd cubemaps broke performance wise about six months ago. Switch back to Pbuffer fixes the performance issue even though it introduces a copy texture operation. Unfortunately I haven't yet exposed an option t

[osg-users] SMP and osgprerendercubemap on Linux

2008-03-01 Thread Pete Carss
Hello All, I posted about this a couple of weeks ago, but didn't have much info. I'm getting really poor framerates ( < 10 )from our software which is based on osgdistortion on a Core 2 Quad machine with a Quadro 3500 running Ubuntu 7.10. My P4 + Quadro 3450, and my Core 2 Duo + Quadro 1600M l

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Benjamin Eikel
On Saturday 01 March 2008 at 14:10:17, Jan Ciger wrote: > Robert Osfield wrote: > > There are different levels of distributed rendering. Low level like > > - distributed GL like Chomium, through to high level distributed IG > > where all nodes have a local copy of all the data with high level > >

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Benjamin Eikel
Hello Robert, On Saturday 01 March 2008 at 13:22:35, Robert Osfield wrote: > Hi Benjamin, > > On Sat, Mar 1, 2008 at 12:24 AM, Benjamin Eikel <[EMAIL PROTECTED]> wrote: > > > Have you explored multiple CPU/GPU set ups on a single machine? > > > > We have two CPUs but only one GPU on each node in

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Wojciech Lewandowski
Thanks, > Yes, and OSG_EXPORT is a truly heavy bit of code, I needed to add some > lead weights to the right hand side of the class definition to prevent > its addition from tipping over my monitor! No need for sarcasm here ;-). I have not said my fix was heavier but the issue (missing symbols wh

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: > There are different levels of distributed rendering. Low level like > - distributed GL like Chomium, through to high level distributed IG > where all nodes have a local copy of all the data with high level > state like camer

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Robert Osfield
On Sat, Mar 1, 2008 at 12:31 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > I just have sent a fix for heavier issue. New > Camera:DrawCalback::operator()( RenderInfo & ) needs to be exported in > Windows. Otherwise windows app using Camera::DrawCallbacks would not link. Yes, and OSG_EXP

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Wojciech Lewandowski
Robert, I just have sent a fix for heavier issue. New Camera:DrawCalback::operator()( RenderInfo & ) needs to be exported in Windows. Otherwise windows app using Camera::DrawCallbacks would not link. I have sent this fix to [EMAIL PROTECTED] but it got bounced with message that mail needs to wai

Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread Robert Osfield
Hi Benjamin, On Sat, Mar 1, 2008 at 12:24 AM, Benjamin Eikel <[EMAIL PROTECTED]> wrote: > > Have you explored multiple CPU/GPU set ups on a single machine? > We have two CPUs but only one GPU on each node in the cluster. > > > > > Have you fully explored scene graph/OpenGL optimization? > I th

Re: [osg-users] OSG with TerraPage. Buildings and lights flickering (Kiff Loh)

2008-03-01 Thread Robert Osfield
HI Martk, On Fri, Feb 29, 2008 at 10:55 PM, Mark Hurry <[EMAIL PROTECTED]> wrote: > I always move my terrain around the eyepoint rather than move the eyepoint > around the terrain, so that you always maintain as much decimal part > accuracy as possible. What do you mean by move the terrain? P

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Robert Osfield
On Fri, Feb 29, 2008 at 9:18 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > I noticed a typo in const getter function for InitialCallback. Method is > named getUnitialDrawCallback. Oops now fixed and checked in. ___ osg-users mailing list osg-us

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Robert Osfield
Hi Paul, On Fri, Feb 29, 2008 at 9:22 PM, Paul Martz <[EMAIL PROTECTED]> wrote: > Maybe I'm not making myself clear. > > What you say is true if and only if the only code that uses the old callback > is your application. If core OSG is using the old interface callback, and an > application ove

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Robert Osfield
On Fri, Feb 29, 2008 at 9:19 PM, Vican, Justin E. <[EMAIL PROTECTED]> wrote: > Hi Robert, > Built and tested (64bit RH EWS 4/x86_64/nVidia 7900GTX). All works > correctly. > > Only one little nit-picky thing to mention. For the sake of clarity, on > lines 355-357 of osghud.cpp, all instances o